Shhh its a secret!!

Where to start? Iโ€™ve been working on this project for a long time, and now itโ€™s time to come back to it and implement a new direction I want to take with it.

Besides working on a VR project thatโ€™s set to release in a couple of months, Iโ€™ve also been revisiting an older project. I felt it was time to pick it up again.

I had some new directions and ideas I wanted to explore. Since this was my first project when I started learning Unreal Engine, I invested so much time and love into it. However, I had to step away because of real-life troubles. Now, Iโ€™ve decided itโ€™s time to return to it. That said, this isnโ€™t a project I can just release quickly. Developing it takes a significant amount of time. For now, Iโ€™ll be working on it off and on. While I hope it wonโ€™t take too long to develop, I know it wonโ€™t be done within a couple of months. Thereโ€™s a long list of things to create and clean up, which will take time.

One exciting feature Iโ€™ve been developing is a level generator. I built it with some guidance from a video I watched, adapting the blueprint code to my needs. Itโ€™s not finished yet, but itโ€™s coming along. The generator places rooms randomly and works in phases.

  • Phase One: The base walls, floors, and ceilings spawn.
  • Phase Two: After identifying the last room thatโ€™s farthest from the starting room, it spawns cavern rooms to add variety to the level.

Itโ€™s not easy to create this, as there are many methods for making a random level generator. After researching other solutions, I decided this approach was the best for my needs and easiest to adapt. Iโ€™m also considering rewriting it in C++ in Unreal Engine and potentially releasing it on Unrealโ€™s Fab page. For now, Iโ€™ll stick with blueprints and focus on making it work for my game.

I donโ€™t want to reveal too much about the project just yet, but I can say itโ€™s going to be a 4-player co-op horror/action/tactics game, focusing on all three elements.

Iโ€™m still facing several challenges, particularly optimizing NPC spawning and models. At the moment, Iโ€™m considering using a plugin for Unreal Engine or creating my own NPC/level director system. This would manage NPCs by resetting them out of the playerโ€™s sight and returning them to the beginning instead of destroying them. Destroying NPCs can consume CPU/GPU resources, which I want to avoid. Resetting them will also use performance resources, but there might be ways to handle thisโ€”like waiting until players arenโ€™t actively engaging in tasks. This could help reduce frame cost and improve game performance.

Thereโ€™s still a lot to think about, but as they say, all in good time.

Until the next post, stay safe and peace out.