Projects
Project #1 : Constantine
Project Constantine was inspired by Path of Exile 2, and includes replications of many of the core features in the Action RPG, including randomized loot, a spatial inventory system, and procedurally generated levels.
The prototype utilizes Unreal’s GAS framework (Gameplay Ability System) to handle a variety of buffs/debuffs, damage types and resistances that make Action RPG’s so compelling and immersive.
The prototype features 1 enemy, 1 set of loot, with randomized rarity that grants different amounts of health regen, armor and damage, a procedurally generated dungeon that contains a critical branch leading to a boss room, and wave-function collapse randomized content in between.
Project #2: Fathom
Fathom is my most impressive project to date, and a prototype I’d love to develop into a full game if given the chance. It is a Subnautica-like underwater exploration/survival game that features fully modular submarines and a procedurally generated, voxelized 3d world. Both systems were designed by myself from the ground up.
The terrain generator is a Marching Cube implementation for unreal, available for download as a fully function Unreal plugin on my Github. It is one of my proudest creations in Unreal Engine so far, mainly because it utilizes Unreal’s new Dynamic Meshes in C++, an entirely undocumented section of the engine. This required me to dive into the source on a level I had never done previously, and piece together how the meshes were built so I could feed in my own Marching Cubes triangles to create fully integreted, PCG compatable meshes at Runtime.
Fathom features many more staples of exploration/survival games, such as the spatial inventory from project Constantine, ported and expanded to support crafting, building, and physics/ai with collectable objects (eg. rocks and fish). It also has a functioning scanner and codex for new discoveries and entries about fauna and flora. And has a world built first by the Marching Cubes plugin, but then populated using PCG for a fully procedural dynamic world, built at runtime from a seed.
Project #3 : Civ-lite
My third, and current, project is inspired by Civ 5, but was imagined as a love letter to 4x multiplayer, which so often gets neglected compared to the single player aspect of 4x games. The reason for this is understandable, A multiplayer 4x match can take anywhere from 2-10 hours to complete consecutively, even with shorter time scales (like the quick game speed in civ 5).
This project aims to capture the magic of a multiplayer 4x experience, but on a much reduced timescale with a smaller scope. Moreover it’s a project I might reasonably finish solo, because it strategically avoids the timesinks of animation and detailed asset modeling (as everything is viewed from a birds eye view) and has limited scope (a single time constrained match).
The project is early in development, but luckily, if you’re interested you can watch daily development vlogs in the form of Youtube shorts on my 4x gaming channel!