Lumina

"Lumina is a third-person shooter that pits the player against manifestations of darkness, culminating in a final battle against the Towering Darkness."

In this project I explored:

Click here to download from itch.io and play Lumina.

Click here to see the blueprints from my player character on blueprintue.com or see below.


Developed in UE4.27 using Blueprints.

Lightcube

I created the Lightcube to act as both a checkpoint for the player as well as a safe space from enemy attacks.
Using a custom material with open parameters that I manipulated at runtime, alongside a Niagara system and post process effects. I looked to design a system that the player could easily identify as a safe space.
The cues used to communicate this safe space to the player are:

The Lightcube isn't just a checkpoint for the player, but also something to be utilised against the standard enemy types. Using Blueprint Interfaces, if the enemy overlaps with an active Lightcube, the enemy will become immobile and a different death event will trigger compared to if the player defeats them.

Click here to see the blueprints from this system on blueprintue.com or see below.

Enemy Behaviour

I designed my enemies in a fashion to show them to be otherworldly and alien in form. They are primarily made up of a dynamic Niagara system that represents both their activity and their condition. I used simple routines to enable them to move between points within the world and attack the player from range.
The cues I used to show my enemies as otherworldly are:

Click here to see the blueprints from this system on blueprintue.com or see below.

Boss Enemy

For this boss battle, the Towering Darkness inherited its code from my Slumbering Darkness enemy type . Instead of an enemy that moves from point to point whilst shooting at the player, I decided to have the boss stationary, and instead used the patrol pattern to decided where a new attack would spawn from an array of points in the world, alongside the enemy firing projectiles and spawning the same new attack at the players position.

Upon reflection this battle could have been more dynamic and interesting, in the future I would look to expand upon this battle with:

As it is, it can be quickly and easily completed without much thought or challenge. 

Click here to see the blueprints from this system on blueprintue.com or see below.

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