The document provides a development log for a medieval-themed RPG created in Unreal Engine 4 for an honors module project. It describes the planning process, market research, project setup in Unreal, regular updates made over 6 months including adding new areas, dialogue systems, gameplay mechanics, and polish until the project was completed. The log demonstrates progress from an initial concept through to a finished prototype RPG.
Unveiling the Tech Salsa of LAMs with Janus in Real-Time Applications
Dev log DD3392 Sam Gregory Haigh
1. Introduction
For the DD3392 honours module we have been tasked with creating our own work schedule and
type of work to complete. For this module I created a detailed work plan and schedule that showed
how I was going to research and work my way towards creating a Medieval themed RPG inside the
Unreal 4 engine. This is my development log document that will log each significant update and
milestone within my work.
Initial Tasks and Planning
The planning phase of the development cycle always comes first, I was very sure on what I wanted
to create when I heard the brief for this project – however – I had to convince my tutors that I could
handle and pull off the whole project. This was done by creating a work schedule and project plan.
This included my intended outcome, areas of research, time planning and concepts. The document
was finalised and handed in on the 03/10/15
My first major task was conducting market research and gathering visual references, I did this by
first creating a moodboard and placing it upon my main blog. This document consists of the style
and mood I am aiming to replicate within my own work and was created on the 09/10/15
http://samgregoryhaighfutureworks.tumblr.com/image/130806932045
I then gathered some references from popular Medieval/Fantasy based RPGs in recent years. My
research guided me through games like The Elder Scrolls, Dragon Age and The Witcher. These
games all contained elements of what I wanted to replicate in my own game, the setting was the key
ingredient and main consistency across all these games.
(Bethesda, 2013)
(Ea, 2014)
I did, however, want to eradicate the fantasy elements of these games and keep my project more
2. within the realms of history. This is due to a few factors, one being the limitations of my scripting
knowledge and ability to create particle effects for things like spells and magic and another being
that I prefer the realistic approach and design.
Unreal Project Creation
October 2015
Once I had my plans finalised and was given the go ahead to start development I created my Unreal
Project files. The project itself was created on the 18/10/15, the first few days were spent re
familiarising myself with the program and then the real work began. Before I began work on any
blueprinting I made a very simple map layout using photoshop on the 21/10/15, this now set the
framework for how the game was going to be laid out and how the final map would look. A day
later I began sculpting the world using Unreal's built in terrain editor – I found it to be very intuitive
and had created my starting area after just one day.
I used the third person template as a base for my game and continue to change the groundwork to
suit my needs. I am becoming rather competent at using the visual scripting within Unreal and
believe this is due to my work on this project.
November 2015
I then spent the next week focusing on some interactivity by adding blueprints and things to the
game. This consisted of me following tutorials on things such as inventory creation, notes, binding
and status systems. I spent around 20 hours a week on the project for 2 weeks, totalling around 45
hours spent so far and I had my first prototype. I created a video and uploaded it to youtube as part
of my development log, the link is here: https://www.youtube.com/watch?v=UEhqTovcNGA
This video was uploaded on the 03/11/15.
3. After the video was uploaded I focused my time on new areas; so I implemented my dialogue
system and added a few small things, these were all added by the 09/11/15.
I have since added some post processing effects for things like when the player goes underwater the
screen gets a blue hue. I have also update the map somewhat significantly by adding 2 new areas. I
have also looked into adding a physics based pickup system, whereby the player can pickup certain
objects in the world and manipulate them using real time physics in order to create bridges/barriers
etc.
I have also given the prototype to some games design students at Leeds Beckett university to play
for around 15 minutes, I have received good feedback on the inventory system and the creation of
the world. They have suggested that I add some locked doors and secret areas which I am going to
look into.
I have also added an equip system for weapons, at this moment in time its quite basic and could use
a lot of work – but I have the framework done and now I can continue to update it as I go along.
These changes we are made by 20/11/15
December 2015
I have now added a small village with matinees and the key system with variables. I created the
whole blueprint for the keys by myself which I'm very pleased with. The small village with
matinees is hidden in the woods and uses matinees and triggers to open the gates. I intend to add
some functionality to this location, however right now it currently serves as the first hub area for the
4. player to encounter. The key system uses variables to check if the player has the key item and if
they do the door will open for them, this system is currently only in use for one location – the
hidden fortress. This system will allow me to add lots of areas that the player will have to use their
wits about them to enter, which adds more re playability and gives more depth to the exploration.
I am keen to update the village area and possibly add some NPCs with my dialogue system, which
is currently incomplete. This will make the whole area feel more alive and possibly give the player
some reason to be there or to want to find it.
I have created the initial dialogue system and it runs but is still very buggy, this feature does
however add a lot to the world and I think once its fully complete will enhance the experience
tenfold.
January
2016
5. The dialogue system is fulling operational and looking good, there is a small error that doesn’t
allow one of the windows to disappear but for now that’s minor.. I still need to add more dialogue
options and things and have some place holders at the moment, but things are looking good as of
now. The story of the game has been fleshed out a lot more and has gone from a simple search quest
to something much darker, this changes the overall feel of the game and gives the world a much
harsher back story. I am very pleased with how development is going and after having a short hiatus
over the Christmas and new year period I am now back and ready to carry on work.
https://www.youtube.com/watch?v=2uTRSuCbwLU
January 2016
I have since added a few new areas to the map, they have all been completed and serve as part of
the back story. This is another thing I have fleshed out, the lore. By adding scraps and notes from
the past I have been able to build up a fairly substantial lore to the world I am creating. I have
updated some previous notes and added a further 8 as of the 22nd
, I am certain this will felsh out the
world and bring the story to life. The dialogue system is also now fully complete and is just waiting
on me to add dialogue for all the characters.
I have also created 3 new areas in total, one being a new village with characters and NPCs that
further enhance the story, one being a castle which will serve as part of the story and the last being a
hidden temple in the mountains that serves as part of the lore. I am very happy with the progress I
am making and how I am handling bugs and fixes, I am doing this via a small notepad I'm keeping
handy so that I know what needs to be done each and every week.
6. February 2016
I have now added a few models and textures to replace pickups, such as a banana and a key. These
are minor fixes but add to the overall feel of the game substantially. I have also replaced the sword
with a torch, so that the player can navigate darker areas more easily with the sun going down and
such.
I have also created a new material for the landscape that now uses multiple texture elements to
simulate different types of environment. It is very effective and makes the whole game more
realistic in the process. I have now also finished creating one of the 3 new areas; namely the secret
temple. I have added NPCs with fully functioning dialogue options and have also added props and
matinees to enhance the feel of the location. I have now added a sprint feature that affects the
stamina and has a shake applied to the camera when held. I have also added a lot of new royalty
free models for houses so that each area isn’t as repetitive.
I have also added a multiple boolean feature to open certain doors and made certain NPCs only
appear when an event is triggered. I have also added a levelling and XP system that works from
7. floats and multipliers. I have created a video that shows these new changes in more detail which can
be found at: https://www.youtube.com/watch?v=59z_rW1Isbg
March 2016
I have since added a new area, this being the capitol. This is the final area of the game and I will
now just be adding polish to the game. I have created a guard that works from bools to define
whether the player has met the requirements to open the gate and proceed into the capitol and finish
the game.
I have also created an NPC for 'Sam' the person whom the player is searching for during the course
of the game, he has a bit of lengthy dialogue that I am happy with and it gives the player an
explanation of what has happened. This also offers the player an ending to the game, however the
can choose to free roam the world if they so desire.
I have also created a new material for the floor so that the world isn’t all just grass and now uses 4
different HQ textures for each area. This adds an element of realism and makes each area seem a lot
more believable, now that for example the snowy area has a snowy floor.
I am now going to work on fixing some things that need work, such as the sprinting system and the
drop items system. I hope to have these elements fixed and working right by the deadline.
8. April 2016
The game is now fully finished, it isn't as polished as I'd hoped but it all works and is looking good.
I am overall very happy with how it all looks and works. I have added new pickups and items to the
game and its now fully finished, I now just need to work on my evaluation. I have now changed the
NPCs so that they have models which makes the game seem a lot more realistic, I am very happy
with the overall game.
I have now finished the whole project, I am quite happy with it. However I do feel I could have
added a few things which I did document in my evaluation, due to time constraints and other factors
I've not been able to add them. (12/04/16)