Duration: 2 Months Planned (Current: 2 weeks completed)
Team: None
Size: Solo Project
Tools: Unreal Engine, Photoshop
Game Overview
Lord of the Grave is a isometric cast and blast dungeon crawl style game, where the player controls a lich wizard trying to escape from the graveyard he's been confined in. Using magical spells to defeat zombies, ghouls, skeletons and more, collects the souls of your enemies to power and and grow, and find a way to escape the grave that binds you.
What I've Done
Technical Work
So far on Lord of the Grave, there are a few key abilities that I've worked on for players to engage with.
Fireball
Enemy AI
Planning for 3 boss fights, each with different sets of attacks and abilities. One boss (ghoul) is nearing completion.
The enemies use an AI tree and blackboard (the Unreal toolset) to to select from events to do based on conditions in the game. I have also set up animation graphs for them to select animations based on in game states.
Ghoul
Further AI coming Soon
Health Bars
The game features health bars that are in the world rather than as part of the HUD. The player health bar follows the player behind them, always facing the camera and sitting near the ground. Small enemies do not need healthbars as they die in a couple of hits. Boss enemies have health bars that are circles under their feet, depleting and flashing red as they empty.