Sometimes I make art...






The Information Flow:
A dialogue System is the system interacting with the 'flow of information' aspect of the game. The more interactions a character have, the more access they have to information, mimicking the passing of information from one NPC to another. The main aim was to explore AI Behavior trees within Unreal Engine.
The more you ask, the more you will know:
A quest system based on the amout of interactions a player does. The more a player explores the game environmnet, and interacts with different objects the bigger the quest tree becomes. This increases player rentention and repitation. Increasing gameplay.
Retrace:
The gameplay consists of puzzles that are cause-and-effect and memory-type. Every action done on one side will affect the flipped side. The level is split into two zones, the alive zone, and the dead zone. Each element on one side affects the other.
Cave Dwellers:
In this project the main aspect explored is the interaction between player and enemy NPC. The 'Zombie' NPC character roams on a path but chases player if they are in range of detection. Upon interaction, zombie causes health damage. Player can equip themselves with a weapon (here, a torch) and use it to cause fire damage to zombie. If a zombie on fire gets close enough to another zombie, then the fire will spread to the other one.






