What is Goblin Chase?
Goblin Chase is a 3d first person, RPG styled game, where the character must traverse a series of rocky pillars to fight a boss.
The is a developmental project based around whether it is possible to create a game where the criteria change depending on feasibility and target audience feedback, both as a personal challenge and for experimentation.
The is a developmental project based around whether it is possible to create a game where the criteria change depending on feasibility and target audience feedback, both as a personal challenge and for experimentation.
Game Play
Fighting the boss revolves around stealth and tact, one does not simply confront a boss head on. Initial game play was reviewed by peers and found to be lacking due to an overwhelming overpowered character and no challenge against the enemy. After the review I went back to the drawing board. From this I created: balance with skills and a need to approach the boss from a tactical perspective was added for replay value and challenge.
Some of the player fighting mechanics include:
Some of the player fighting mechanics include:
- the ability to hide from a boss if used for a long enough period of time in the correct range, this however slows the player
- the ability to reset the bosses agro by kiting it through a smoke screen which is triggered by a projectile
- the ability to spawn platforms for more manoeuvrability between across the map
- special skills unlocked when a target is reached for a period of 5 seconds
below is an example of stealth functionality
Some of the bosses fighting mechanics include:
- the ability to see a player and chase him if he is in a line of sight
- the ability to hear a player if he is sneaking up on the boss or using particular skills within a certain range
- way-point finding through assisted via traps
- varying speed and difficulty
- several attacks depending on distance from player
below is an example of the long range lightning skill, the mid range projectile aoe and the close range punch
Graphics
Animations and projectiles, attacks and skills were added in and timed by myself. The animations were split across several blueprints so timing and variables pertaining to when these would go off was important.
Most textures are from example and free content by UE4 however some textures were and the background landscape were custom made:
Most textures are from example and free content by UE4 however some textures were and the background landscape were custom made:
- lightening particle modified
- flame particle modified
- guard projectile particle modified
- landscape + texture for landscape created by myself using images and normal maps sourced online but modified with code
- filters
Sound
Sound was an aspect I looked into to make the game more immersive. These were adjusted for a realistic effect, sounds such as footsteps and noises made by the guard adjust depending on his distance from the player, the closer to the player, the louder he becomes. This works in sync with the hiding aspect of the game to aid the player but also to scare them.
Different sounds howling winds were added at random intervals and intensity to provide the feeling of a high altitude.
Different sounds howling winds were added at random intervals and intensity to provide the feeling of a high altitude.
How was the Goblin created?
Using a combination of several blueprints; each providing a different instruction to the Goblin an AI was created. Above is an image showing the primary components of what created the goblin entity. 'AIguard' are the details and instructions relevant to the object that is placed into the world the "physical being" of the guard, here I look after variables such as the health, the movement speed and partial animations/damage dealing. 'AIguardcontroller' is the "brains" and the sensory elements of the goblin, in here details such as how the goblin hears and how the goblin see's players is taken care of. 'AIguardBT' and 'AiGuardBlackboard' look after the basic movement, logic and pathfinding of the goblin, where he will move to whether this is the player, a guard patrol or a trap.
Additional functionality such as the goblin camouflaging himself when attacked makes it harder for the player to spot him.