Henry Dai​ 
​Gameplay Programmer
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 Cult


Picture

Overview

  • Roles: Sole Programmer
  • Team Size: 7
  • Development Time : 3.5 months
  • Engine: Unreal 4
  • Genre: 3D First Person Shooter
  • Download Here
  • ↓ To Video ↓

 High-Concept

Cult is a 3D multiplayer first person shooter with a "Capture the Flag" game mode. This game provides fast-paced gameplay with one multiplayer map and 3 different long-ranged weapons with alternate fire mode on each that allows player to choose from and use them against the enemies. 
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The story is set in a small town devoted to demonic worship. Two rival cults do battle with magic and disturbing weapons as they attempt to summon their own gods.  The art style of this game draws inspiration from Tim Burton's masterpieces such as "Corpse Bride" and "The Nightmare Before Christmas".

 Features

Capture The Flag Game Mode
Capture The Flag Game Mode
The game mode used for Cult was Capture the Flag (CTF). All of the logic was made from scratch in blueprint, including: attach flag to player, drop flag on death, dropped flag stays at drop location for a set amount of time, win condition, and team assignment.
Death Camera with HUD
​Death Camera with HUD
Death Camera is a feature that allows player to look around their body after they died. While in the death camera, the player chooses when to respawn. Allowing the player to choose when to respawn gives players the opportunity to take a break from the fast-paced gameplay while also giving them time to think of new strategies.
Ragdoll Simulation for Death Animation
Ragdoll Simulation for Death Animation
Instead of playing a death animation we used the character's physics skeleton to simulate the physics on death. By doing this, we were able to create a natural and dynamic death behavior.
Narration System
Narration System
In order to create the atmosphere about the gods being summoned and the activities of the cultists (the players), we've created a narration system. The narration system plays voice queues with randomly picked special lines whenever a major event occurs, such as when a flag has been captured or taken from the enemy base.
Synchronized Weapon Material Effects across Network
Synchronized Weapon Material Effects across Network
The ammo count for one of our major weapons, Tome, was indicated by a dynamic material. The ammo was represented by the amount of glowing ink on the spell book. In order to let opponents know how much ammo the enemy player had left, we made the material display over the network, changing it dynamically as it displayed on the user's screen.
Score Board
Score Board
The scoreboard tracks each player's performance throughout the game. The challenge for implementing this feature was caused from using blueprints. Blueprint has limitations on what data can be accessed. Originally, the player's name would be replaced with a default name once they joined a multiplayer game. To allow the player to keep their client saved name, we ended up passing the information (player's name) back and forth during the join session process, getting the player's name from a local client's file to the server where it was replicated.
 Blueprints Snaps   [Download Link]
  • HUD
  • Flag
  • Leader Board
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 Video Trailer


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  • Home
  • Professional Projects
    • Hero Academy 2
    • Orcs Must Die! Unchained
  • Individual Projects
    • Skeletal Animation System
    • Procedural City Generator
    • Town
    • Simple Miner
  • Team Projects
    • Gravitas
    • Cult
    • Avian Apocalypse
  • Résumé
  • About Me