Dawn’s End for Omens By Blue Light Studios
Gameplay Engineer/Systems Programmer/Tools Programmer/UI Programmer/Gameplay Programmer/QA Programmer (Volunteer)
Tools Used: Unreal Engine/GitHub/Visual Studio
I have videos to show off combat and tools, but I cannot publicly post them until the game is open to the public as to not spoil the game. Please reach out if you would like to see them! You can find the site for the studio here.
- Created tools for designers:
- Created an NPC Creation tool to create NPCs from premade types and attach the needed components (dialogue, quests, etc.)
- This was done with an editor utility widget.
- Created an NPC utility tool that saves NPC information into a data table for each level as to allow the designers to easily find and edit them.
- This was done with scripts: one to populate the table and one to update the NPCs from the table.
- Created an interactable/chest creation tool. It allows designers to create chests, furniture, or other interactable actors and attach the needed components (inventory, currency, etc.)
- This was done with an editor utility widget.
- Created a Quest Creation tool that allows designers to populate quests into the appropriate data table after they are created.
- This was done with an editor utility widget.
- Created a Puzzle Creation tool that allows level designers to create sliding puzzles with the appropriate triggers/actors within dimensions to place within the level.
- This was done with an editor utility widget.
- Programmed the combat system for the game: included a charge turn battle system, UI programming for action menus, turn order, damage numbers, and battle results display; attack, item, defend, flee, and skill usage; animations for death, attacking, skills, items, defending, and taking damage; and calculations for damage and healing; enemy and player party placement and creation; and conditions for flee, victory, and defeat.
- Created the experience/leveling system and the widget for the system: it populates the experience gained on defeating enemies and applies level ups when necessary.
- Programmed various subsystems to allow specialization of components on the Game Instance: inventory, quest, equipment, GUID Handling, Party Members, save/load, and class.
- Did various UI programming for many systems.
- Created all of the NPC base types using abstraction and object inheritance.
- Created the treasure and furniture interactable actors and the system to handle the giving of items and currency, while also making sure they are unique and cannot be opened more than once.
- Designed QA console commands and custom logs to allow efficient and simple testing of the various features and systems.