Audrey Goutelle
Junior Tech Designer
Daelyug's Tales
Daelyug's Tales is an Puzzle Adventure Coop Asymetric game for 2 Players.
Pitch: When The Witcher III : Wild Hunt and Black & White 2 mix in an asymmetric gameplay and meet the universe of a medieval fantasy Korea.
Synopsis: The king of Daelyug calls spirits and shamans to recover 4 artefacts that can stop Kangcheol, an evil snake who wants to destroy the world.
Project Context
Daelyug's Tales is the End-of-study Project. Completed at January-May 2024, the end of the third year at the Game Sup school.
It's the rework of the Projet : Gods and Heroes from the second year which is choose to become an End-of-study Project. We have 5 months and a team of 18 people to complete it.
You can find the Daelyug's Tales trailer here: |
My tasks in this project
Lead Tech Designer
Git Management | Tortoise Git, GitHub Desktop
AI Monsters (Dokkaebi & Gwishin) | Behavior Tree, Blueprint
Status System | Blueprint Component, Blueprint Interface
Implement Animations for Monsters & Players Characters | Animation Blueprint
Task #1: Lead Tech Designer
For this project, I was the Lead Tech Designer. I supervised the assignment and work of the group's Tech Designers. Nathan DUARTE, Lucas HOURDEQUIN and Matthiew WEHBE.
Nathan DUARTE programmed the camera, Spirit's gameplay and Spirit-related elements.
Lucas HOURDEQUIN programmed Shaman's Gameplay
Matthiew WEHBE programmed the Puzzle 1 (Statues & Cabestan) and the Puzzle 3 (Windmill & Grid gate)
With Nathan Duarte, we organized the folder tree in the unreal project and the file nomenclature.
Together with Lucas Hourdequin and Matthiew Wehbe, we created a quick UML at the start of the project, so that each team member could base themselves on it and think about how to organize their code for their part of the project.
Even if illness and personal problems have caused delays. The team managed to polish everything that had to be done.
To make up for the delay, I helped debug the work of my comrades.
At the last month of the project, my mental health declining I passed the team lead to Nathan Duarte.
Task #2: Git Management
In this project, we used Git as our versioning tool. I was in charge of Git management throughout the project. The members and I used GitHub Desktop for daily tasks.
And with Tortoise Git I would merge the working branches on a specific branch before redistributing the merge to all the working branches.
Most of the time, there were no conflicts during the merge, and when there were, I checked with the people concerned to see what should be kept. There were, however, a few work "rescues" during the course of the project, most of which were successful.
Task #3:AI Dokkaebi & Gwishin
Dokkaebi behavior: They surrond the Shaman. Only one Dokkeabi attacks at a time. After an attack the Dokkeabi go back to his surrond position around the Shaman. |
Gwishin behavior:
Generates a projectile and guides it towards the Spirit. Moves only if the Shaman is too close. If it moves, the projectile is destroyed. |
Task #4: Status System
As our gameplay is systemic, we needed something that could easily be added to all objects reacting to elements. So I created a Blueprint Component and an interface. |
The I_Reactive interface tells the object to react to fire, water or ice, for example. The StatusManagement component allows you to:
Store the object's elemental and/or physical state,
Immunities, if any (the Gwishin is immune to fire, for example),
Apply recation rules and call the right Event Dispatchers.
So if an object is on fire and needs to react to water, it will be extinguished and call Event Dispatcher: Extinguish.
To make an object reactive, you need to add the interface and the component. Then, for each possible reaction, make a link between the interface and the component, and code the changes caused by a status change.
Task 5: Implement Animations for Monsters & Players Characters
Dokkaebi & Gwishin animation are realise by Cedric Colombet. Both have 3 animation:
Idle
Attack
Move
As we were running behind schedule, and to lighten the load for Lucas HOURDEQUIN, I took charge of setting up the animation blueprint for the first Shaman animations. Shaman's animation come from Mixamo. |