Keys of tyr

Keys Of Tyr

General Informations

Synopsis

The player embodies Eward Valentine, a freelance investigator who works on cases that people don’t want to take care of. He has to infiltrate private places and collect clues to solve mysterious cases.

My Work

Programming all the features of the project, implementing animations for characters and managing different builds during the production. Our features were based on two the main pillars of gameplay : stealth and investigation.

Main Features

Notebook

The notebook is a blueprint attached to the player character, when input is pressed, notebook is open, animation is played and widget corresponding to the current pages are set visible.
The two first pages are just simple widgets with text.

When a clue is added, text blocks of the two middle pages are set visible
The last left page is a recap of clue that can be selected, when a clue is selected, it can be placed in the fill-in-the-blank text of the last page
Each clue and slot of fill-in-the-blank text have an index and when hypothesis button is pressed all index are compared if all index are equal, the hypothesis is valid and player unlocks a new objective.

AI

There are 2 different types of AI : Guards and Domestics. They have a similar behavior, follow a path composed of a point list.
When the player enters in their field of view and makes illegal actions for a while, he will be detected. Differences between the 2 AI are : Domestics detects player only when he inspects on object. Guards detects player only when he is at the first floor considered as a restricted area.

Dialogues

Dialogue is managed by a special blueprint and linked to a NPC, when the player interacts with the NPC dialogue is started
all sentences are recorded and duration of the voice line is used to set a delay, when the delay is over, another voice line is set.
For choices, each answer button corresponds to a list of voice lines when a button is pressed, the current list is of voicelines is set and all voicelines are played. To unlock the clue linked to dialogue, the player needs to reach a score, each answer button increments the score or not.

Inspection

A clue can be unlocked by another way : the object inspection. There are 2 types of object that can be inspected : rotating objects and static objects. Rotating objects can be rotated with right stick or mouse axis, when the object has the desired rotation clue is unlocked. Static objects must be focused with the interaction button for a while to unlock the clue. Inspecting an object is considered as an illegal action.

Hiding Places

To avoid the AI detection the player can hide in 3 different hiding places that remove his visibility : The closet, the bed  and the table.

In closet and beds, player location is changed with a timeline and player can’t move inside.

In tables, the player enters in a box and visibility is deactivated and player can freely move underneath.

Distractions

To avoid the AI detection player can also active distraction, he must interact with valves that can make noise to attract an AI valve location, the AI waits for a while time and return to patrol.

Team

Game Designers

Matthieu EQUILBECQ

Narrative Designer

Jean-Charles Trehin

Level Designer

Hadrien DELATTRE

Prod

Game ARTISTS

Mathilde MAZEN

Level Artist

Oona BROUSTE

Tech Artist

Lauren GONIAK

Props Artist

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(+33)7.68.26.54.84.

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tristanbonnetpro@gmail.com