The Wickerman
The Wickerman
Unreal & Blueprints
Year 2 Trimester 2 Anglia Ruskin University
Personal Grade = 70% (First Class)
This project was my second attempt at utilising the Unreal Engine and Blueprints to produce a game, as I have spent an overwhelming amount of my development education learning Unity and C# it was a slight learning curve, however, I was able to utilise the same key aspects of C# and Unity in this new form.
Overall, I enjoyed the challenge of learning a new engine and way of scripting and I am not against using Unreal again in the future.
Interactivity was a key part of this project for me. Most of the environment can be used by the player, for example all trees found on the island can be either pushed with bare hands to produce sticks or cut down with an axe to farm logs, these items can then be used in the scattered crafting tables to produce items. These systems show an advanced level of interactivity, given more time I could have created more objects for the player to farm and collect to enhance the enjoyability of the game. All interactable elements also make the title and a brief description of the object on the players screen, this assists the player and makes sure they understand the object. This is a strength of the game as instead of having lengthy blocks of texts to try and digest, the player can instead have fun learning about the game during gameplay.
As this project was completed in my second year, the expectations for the report were lower than the final year, being only 1200 words. However, I went above and beyond for this report also, achieving a high grade I was proud of. The full report can be seen in the .pdf below.
I was inspired by Minecraft’s crafting style and attempted to improve on this system by having it displayed in world instead of being taken away to a UI system, this feature caused a lot of issues and wasn’t as polished as I would have preferred, a fatal flaw in the system means multiple items can’t be displayed on each crafting table, many hours of de-bugging was unsuccessful and led to this feature sadly not being to the standard I would have hoped, if I had more time on this project this system would have been a lot more polished.
Once the player crafts Cart Pieces they can construct a cart piece by piece, I am really happy with this feature and it feels professional and enhances the experience of the game.
Throughout the experience, the game guides the player through stages of resource collection, crafting and sacrifices, when quests have a location attached they will appear on the player's user interface compass to display where they should head and the distance to the location, as from play-testing running around the large map searching for the exact location was an unappealing feature.
This project marked the first attempt of using AI in my projects, although frustrating, it was enjoyable to work with and rewarding in the end. I am eager to work more with AI to incorporate more into future projects.
This project also marked my first attempt at world building, luckily Unreal has a very good world building tool and after a few iterations I landed on a layout I was satisfied with and was enjoyable to play.
This game will receive no further development, as it was intended as a vertical slice of a game with a very limited time frame, to facilitate this certain elements were purposefully overlooked, if I decided to revisit this story line I would start over with the lessons I learnt from this project, however I am very glad I completed this task and learnt more about the Unreal Engine and Blueprints.