Operation W

Student workshop

Production date: 18/04/2021

Game infos:

Stealth game

First person

Solo

Stealth and rogue lite player

Unreal Engine 4

6 weeks

10 persons

Role:

Tech Designer

Tasks:

  • Character controller
  • Animation system
  • AIs
  • Secret passages feature
  • Save and load system
  • Menus and interfaces
  • ULM with Draw.io

Pitch

Operation W is a stealth game where a rich landlord uses passage secret in his manor to kill, spy or steal on targets who come rest in his place.


Design

In this game, you need to complete an objective. It can be stealing a document, killing a target, or spying on a group. All those objectives needs to be done quietly.

You have some tools that can help you in those tasks.

There is a UI element that shows what the camera are currently filming. You can switch the camera preview at any time.

The trap is a placeable crossbow that activate when an opponent passes through.


The secret passage feature allows you to dig through walls, to create secret passages.

Character controller

Basic movement

The basic movements (forward-backward/left-right/jump-crouch) are from the FPS template.

Lean

The lean movement rotates the camera on the roll axis (x). The rotating animation is created with timelimes.

Weapons attack

The mouse actions call a custom event from the currently equipped weapon class.
Depending on the action and/or weapon, it can instantiate a bullet or start an animation.

Placable actions

If a placable and not a weapon is currently carried, it instantiate the mesh of that object.

On the left click, it instantiate an instance of that object.


Animations system

The animation system is a state machine.

To change the state, scripts changes boolean variables.

Those variables are connected in the state machine, and pilot the animation.


AIs

There are 2 types of enemies, guards and targets. Guards are the basic AI, and the target is just a variation of its code.

Enemies work with a state machine, based on a statistic, the "Awareness". The more an enemy sees the character, the more agressive it will be.

For the targets enemies, the "alerted" and "combat" states can varry to fit the target's personality.

The AIs also work on the principle of the state machine.

The code inside each state's custom event is not the same depending on the enemy.


Secret walls

Each portion of wall is a button.

Each button is stored in an array.

Depending on the position of the button inside the array, it will open a different wall section.


Save and load system

To encapsulate data into one class, structs organize all the datas. One struct stands for one element to save.


Team

  • BERNARD Cyril
  • EXCOFFON Thomas
  • GINZBURG Rémi
  • HUMBLET Dorian
  • LE GIGAN Enki
  • NALLBANI Mélani
  • BRUYERE Julien
  • GEGOUT Tiffany
  • CUADRADO Tom
  • VICARI Océane