Audrey Goutelle
Junior Tech Designer
Knights of Hell
Knights of Hell is an Fast FPS.
Pitch: Doom in the universe of Kingdoms Come: Delivrance
Synopsis: Play as Collin the heavy hitter of a team of robber knights , plunderers of wealth, crisscrossing Europe on the trail of the legends of the Grail quest, taking advantage of the various conflicts arising in the 15ᵉ century.
Project Context
Knights of Hell is a project done during a Workshop at the Game Sup school. Completed at January-February 2023, in 14 worked days.
We have to make a combo between the 2 game we choose: Doom and Kingdoms Come: Delivrance. We have to take the gameplay of Doom with the artistical direction of Kingdoms Come: Delivrance.
My tasks in this project
Player Character Gameplay | Blueprint
Weapons System | Blueprint
AI Crossbowman & Swordman | Behavior Tree, Blueprint, Nav Mesh Link
Loot & Drop System | Blueprint
Spawner System | Blueprint
Implement Animations for All Characters | Animation Blueprint
Documentation Tech | Draw.io (UML)
Git Management | GitHub Desktop
Task #1: Player Character Gameplay
Player Character can Move, Jump, Charge ahead, Dodge in foor directions, Use Ladders, take a freight Elevator. Use the current Weapon, Switch Between Weapon, Throw Grenades, Execute a target. Picking up colectables: Grenades, Ammunition, Potion |
TAsk #2: Weapons System
There is two things in the Weapons system: Weapon themselves and Projectiles.
All Weapon are UObject, because I need to store only values.
A Weapon has a Projectile in order to spawn it when the weapon is used.
A Projectile is a classic Blueprint, because Projectile have to spawn. Depending on the area hit by a projectile - the head or anything else - it will inflict different levels of damage. Grenades are projectiles that the Player Character can throw in front of him, exploding on contact with anything and inflicting area damage. Explosive Barrels also do area damage, but only activate when hit by any attack. |
TAsk #3: AI Crossbowman & Swordman
Swordman and Crossbowman if they don't see the Player Character wander in the zone.
Crossbowman try to always have a certain distance between itself and the Player Character.
In order to reach the different zone heights, both parties can use the ladders in the zone.
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TAsk #4: Loot & Drop System
When a Crossbowman or a Swordman dies, he drops something only when the cause of death is an execution. He can drop ammunition, and he can only drop a healing potion if he's wearing one. |
TAsk #5: Spawner System
Spawner Manager manages the start of Swordman and Crossbowman spawns. Ensures that the total number of enemies is correct. He also ensures that as many enemies as possible are present. |
TAsk #6: Implement Animations for All Characters
The Player Character is in first person, so we only have two animations, one for shooting, the other for execution.
The Swordman has an animation for each behavior, Walk when the Swordman walks, Run when the Swordman chases the Player Character, Attack, Wait between two attacks, Death and Hit.
The Crossbowman has the same list of animations.
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Task #7: 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:
And I rework it at the end of the project :
Task #8: Git Management
In this project, we used Git. I managed the Git with GitHub Desktop.
I created the branches and managed the merges to avoid merge conflicts.
Team Members
GAME DESIGNER | GAME ARTIST | PRODUCER |