InSect

General Informations

Synopsis

Player embodies James, a young man with a mysterious background who investigates on his origin in a strange sanctuary home to an old sect

My Work

Designing and progamming a part of features of the game

Main Features

Phone

The goal was to create an object that can regroup many features
A flash light with a boolean system, when it is true a spot light is activated, when it is false, the spot light is desactivated.

A photo mode that allowed to reveal object in the world and play voicelines, when the player presses the input, check all the objects presents
on the screen and for each object trace a line to check if there are obstacles between player and the target object. If there isn’t obstacle, the photo taken is register in the gallery with special settings.

A gallery where all photo taken appears, at the start of the game, all photo slots are created and set invisible, when the gallery is selected, check number of photos in the list, and each slot is filled with texture that correspond to a photo. If there is more photos than slots, the photo after the last slot are not displayed.
If the player is on the bottom line of the gallery and he press the D-Pad down button, all the lines are updated, from the bottom to the top (3 first photos disappear)
When photo is selected, it appears in big at the center of the player screen, if there is a special object (Ghost Object or Simple Narrative Object) the effect linked is activated.

Ghost Objects

Ghost objects are specific objects in the world that need to be activated to using them by by taking photo, at the start of the game, the ghost state is set. When the player presses the input, for one frame, the object is set to normal state, the screenshot is taken and the object returns to ghost state
when the player selects the corresponding picture in the gallery, the object is set to normal state with an animation and player can interact with it.

Level Streaming

IN COLLABORATION WITH

Level streaming is used in our game to have more detailled texture and complexity of props without a drop of performance. First of all LDs create a empty level, then they split their level in little sub-levels.
This is managed with a special blueprint composed of 3 differents boxes one is put at the center and the two others
are on each sides of it. Second thing, there are two differents list of sub-levels references linked to the two side boxes.
When the player finishes to overlap the center box, we check which one of the two others is overlap at the same time, and load the corresponding sub-level and unload the sub- level corresponding the the box that isn’t overlap.
All those loads and unloads are made in the empty level that is never unloaded.

Bell Enigma

IN COLLABORATION WITH

The Bell enigma is a blueprint that contains the reference of 8 different bells, it contains also the code to solve this enigma, this code is a list of four IDs, each bell corresponding to one different ID, when player interacts with a bell, the ID is checked
and if it correspond to the current ID of the list the player can continue to ring bells, if its not player needs to retry from start. Once the player ring all bell in the correct order, the blueprint takes the reference of a door and open it.

Chase

The final chase is an exemple of scripted event in the game, to start controls of player are blocked, then a rotation is made to fix a target point. At this moment the monster spawn, another rotation is made to player character looks it. The the
chase music is started and controls are unblocked.