Epic MegaJam – Unspoken Chambers

I’m participating in Epic MegaJam and basically I’m amazed how many things can be done in short period of time. I have created a vertical slice of first person crawler game with generated dungeons during a Week.  If you know the engine you will be doing your work incredibly fast and this project is a proof.

Theme

The theme was: “STANDING ON THE SHOULDERS OF GIANTS”

My interpretation is simple. As developer I’m standing on the shoulders of Giants who created those great assets that I have used. As gamer I created a game where you won’t be able to clear a dungeon without your previous characters progress. You are standing on theirs shoulders.

Features

  • Generated dungeons system supporting static lighting,
  • Online leaderboards,
  • 20+ Perks,
  • Weapons and projectile systems: 4 Weapons added,
  • Two AI trees: I can add new enemy in 5 min now (there is 7 of them in the game),
  • Possibility to balance various variables using curves,
  • Izo view and first person view,
  • UMG managed in HUD class,
  • Lot’s of custom effects,
  • Interactive objects,
  • Pickups system,

So yeah – Unspoken Chambers is first person dungeon crawler with generated content.

Diary

Day 1:

  • Messing with dungeon generator,
  • Added top down movement based on Diablo movement,
  • Added home,
  • Created 3 rooms,

Day 2:

  • Created another 3 rooms,
  • Fixed issues with lighting,
  • Hiding walls functionality,
  • Added graveyard,
  • Added main character blueprint,

Day 3:

Had giant hangover weren’t able to do anything.

Day 4:

  • Added first person movement,
  • Weapons system: fire, light, dark and lighting weapons added,
  • Mana functionality,
  • Custom damage system,
  • Main pickup class,
  • Added hud,
  • Added generating dungeon UI,
  • Main enemy class,
  • Added first enemy,
  • Added target health UI,
  • Added all pickups,
  • Dissolve effect for dying enemies,
  • Player can be damaged now,

Day 5:

  • Skull perks added,
  • Level up screen added,
  • Added portal to next dungeon,
  • Player can now die by time,
  • Skull skills will now unlock on next dungeon,
  • Added Leaderboards,
  • Added summary screen,
  • Game loop in Dungeons finished,
  • Some balancing,

Day 6:

  • Home now react on next character,
  • Added research “minigame”,
  • Added cooking and finding special item,
  • Fixing AI,
  • Fixing performance,
  • Added tutorial UI,
  • Fixing issues with Cooked build ( https://answers.unrealengine.com/questions/259342/bp-variable-default-value-resets-to-parent-bp-vari.html#comment-259344-form )
  • Some balancing,
  • Adding sounds,
  • Added more enemies,

Day 7:

  • Getting feedback,
  • Changing things,
  • Balancing,
  • Adding sounds,
  • Adding missing perks,

I was working 12-16 hours a day.

Used assets from Giants:
Epic Games
Manufactura K4
Dexsoft Games
Mister Necturus
Polygonmaker
PROTOFACTOR
Arabian Art Studios
EVILSYSTEM
tharlevfx

Please let me know if there are parts of this prototype which could be explained in tutorials. 

Final Result

6 thoughts on “Epic MegaJam – Unspoken Chambers

  1. Wow this is amazing! Top notch stuff as usual!

    I’d be really interested in seeing how you achieved the dungeon generator with static lighting!

    I love the idea of procedural creation, since the player never has the same experience twice, but have never found a solution that can keep GI and baked lighting intact!

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