Game On: Introducing My First Playable Level


A first look into the Zanon's Estate

Hi!

I'm thrilled to announce a first milestone for "The Great V Project", my retro 3D FPS set in an alternate-reality Veneto. The first playable level is now live!

In this early build, you'll explore the underground floor of the Zanon Family's villa. You will tackle environmental puzzles and have a chance to also meet Emo, a character that exemplifies the unique art style I'm aiming for. He is trapped somewhere in the cellar and needs help getting out of trouble!

Please note, albeit playable, this is not really a demo: it lacks polish and there is no end goal. It serves as a living snapshot of my development journey, giving you a first hand look at the game's growth in mechanics and aesthetics.

To stay in the loop, you can subscribe to my newsletter at https://fontanagames.com

Development Details

I am learning game development as I go, so before I can focus on delivering a cohesive story my main goals are to prove the feasibility of mechanics and workflows. 

I need to know that I can do specific things if required, and I need to know how long it is going to take me to do those things. This approach allows me to more accurately estimate, during the design phase, whether certain envisioned scenarios are realistically achievable or should be set aside.

The focus points for this build were:

  • Modular level building. I achieved this using Unreal's Level Instances. Pieces are 4x4 units and snap seamlessly allowing creation of corridors and rooms.
  • Humanoid character creation. I created the model for Emo - from a cube in Blender to the finished in-game rigged character.Meet Emo
    Meet Emo - the villa enologist. And perhaps, something more...
  • Animation retargeting. Since Emo's skeleton is compatible with the UE4 skeleton, I have direct access to a wide range of pre-made animations from starter content and marketplace assets. Additionally, I've integrated a Mixamo IK Rig, allowing me to tap into their extensive animation library.
  • A rudimentary Patrol-Investigate-Chase AI setup that needs further polish. The guys
    Humanoid enemy placeholders. Look at them... they ain't the smartest tool in the shed... yet.

  • Puzzle creation. I developed my own system to design puzzles directly in editor with a fairly flexible setup. I might showcase this in a future devlog.
  • Level design in general. Making a level is harder than I would have ever imagined. And I think it shows: there is still a lot to improve.

While I've caught many areas that need improvement, I may have overlooked some. Your input could be that missing piece and help shape the game's future!

Get The Great V Project

Comments

Log in with itch.io to leave a comment.

https://www.pinterest.com/pin/40-best-emo-hairstyles-for-guys-to-fit-your-edgy-p...