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Gods & Heroes

Gods & Heroes is an Action-RPG 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 God and the Hero have to complete quests through a medieval fantasy Korea by fighting their opponents, making choices in order to stop Yogwi who’s tried to destroy their world.

Project Context

Gods and Heroes is an End-of-year Project . Completed at May-June 2023, the end of the second year at the Game Sup school, with the objective of being selected to be an end-of-study project for the third year.


We had 2 selection phases between which we worked on the concept with new and old members. Then 4 weeks during which we created a prototype and documentation related to the overall game and the prototype.

My tasks in this project

  1. Hero Gameplay | Blueprint

  2. AI Monster | Behavior Tree, Blueprint

  3. Implement Animations for the Hero & the Monster | Animation Blueprint

  4. Quest & Dialogue System | Blueprint, Widget, Data Table

  5. Documentation GD & Tech | Draw.io (UML), Powerpoint

  6. Git Management | GitHub Desktop


 

Task #1: Hero gameplay


Hero can run, sprint, crouch, jump.

Hero can use its weapon, Block and Parry with it.

When the skill is unlocked Hero can Throw a scroll to stun monsters.

Hero can Interact only with Interractible objects and pick up automatically Hooverable objects.

If the Hero Attacks, as soon as the weapon Overlaps a Monster, the monster takes damage.

When the Hero Block or Parry, Hero doesn't take damage.

 

Task #2: AI Monster


Monster in the prototype have 3 behaviors :

  • Stun

  • Chase Player & Attack Player

  • Wander

If the Monster detects the Hero, the Monster chases the player and when Monster is close to the Hero, it attacks. Monster can attack again only after the cooldown has elapsed, but can still chase the Hero.

Default Behavior is the Wander, so as long as he doesn't see the Hero, the Monster will hover in the zone.

When the Monster is Stun, all behavior are cut.

 

Task #3: Implement Animations for the hero & the monster


Hero animation:

I reproduced the Unreal Manequin animation blueprint, adapting it to my needs.

I've separated the Hero's Locomotion and Action, with all movement-related animations in Locomotion and all action-related animations in Action.




Monster animation:

As the Monster has only a few animations, I haven't separated them into Locomotion and Action. All animation come from Mixamo.

 

Task #4: Quest & Dialogue System


For Quests and Dialogues, I'm using what my colleague Léo Cusserne told me he uses for dialogues, Datatables.

I have one structure for dialogues and another for objectives.


I create a specific Datatable for each Dialogue in the prototype.

Each line of the Datatable corresponds to a dialog box in the game. Some dialog lines complete an objective, others do not.


I create a datatable for all the objectives.

Each line of the Datatable corresponds to an objective. Some objectives trigger the appearance of a monster.


 

Task #5: Documentation


Before start to program anything, I start to create a Quick UML. In order to think and fix a structure for my code, and where functions or variables should be in the code, and which detects what.

Here the quick UML done at the start of the prototype for my tasks:


 

Task #6: Git Management


In this project, we used Git. Nathan and I managed the Git with GitHub Desktop.

We created the branches and managed the merges to avoid merge conflicts.

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