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:
Blueprint Interfaces.
- To efficiently and effectively communicate between actors.Niagara Systems.
- Runtime manipulation to create dynamic enemies and effects.Post Process Volumes.
- Runtime manipulation to convey brighter, safe spaces to the player.
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 growth of flora, showing life reclaiming the effected area and thriving.
Use of light rays, lighting and post process effects to brighten and soften the area, contrasted against the harsh, darker environment.
Use of light, white fairy-like particle effects throughout the effected area.
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:
Dynamic, volatile movement of the attached particle system.
Smooth, unwavering movement patterns between points.
Obelisk-like cubes that make up the majority of the body.
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:
The Towering Darkness generating its own shield at stages throughout the battle, rendering it invulnerable.
During invulnerability stages I would spawn the standard enemy type incrementally, for the player to defeat before being able to once again damage the boss.
Larger AoE attacks to give the player less space to safely manoeuvre.
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.
Links to assets used in Lumina:
3D assets:
Audio: