HUSK PLANET
HUSK PLANET
18 Person Team
Unreal Engine
8 Month Graduate School Capstone Project
Project Description
Husk Planet is a game where the player tries to solve a series of puzzles by deciphering an alien language. The game relies heavily on logic puzzles and players being able to derive information about the glyphs they see around the levels, and answer questions and take actions based on them.
My Roles
Character Controller
I designed the movement of the player with WASD, and a system to take the orientation of the camera, and translate the players new movement vectors.
AI Companion
In the game you have an AI Companion that follows the player around, beckons them forward, and has a series of animations and actions that needs to occur
I was responsible for developing these systems, and made a state machine system. Utilizing Follow, Waypoint, and Idle states.
In follow state the Companion swaps between a cheap move to a point on the character, that dynamically moves in case a wall is too close, and a slightly more expensive nav mesh navigation follow, depending on the distance to the player in order to avoid any possible cases of getting stuck.
In the waypointing state the designers can specify a location for where the companion should wait, and a name of the action, and using a blueprint node simply call the name of this action whenever necessary, or utilized the order of these actions and go to the next one, all toggleable in the editor tool I created.
Photo Mode
I assisted with development of a system where you could control the companion to take screenshots that would save to a photo album, so the player could more easily remeber the context in which they saw each glyph.