Project Jericho (Hard Light Vector)

Project Jericho is a fast paced arena style game where the player is pitted against a giant monster that she has to defeat.

This project is a work in progress and has been in development since August of 2018. As such I will keep updating this page as I add new stuff/ polish existing features. For more information on the project itself you can go to our website

A glimpse of the (almost) final gameplay!

The game releases on steam on the 26th of March 2019! Visit the steam page here!

02 / 14 / 2019

Over the past month I’ve been working on a number of tasks for the game. The biggest one has been a new rail mechanic. The player can use her dagger to attach to the rail and travel along its length in both directions.

Rail riding!

I also have parameters which control how fast the player can go along a rail. Moreover, on reaching the end (or at any point the players lets go of the rail) the player also gets launched forward int the direction of the rail.

The speed at which the player launches is also a modifiable parameter.

There are gates which can be activated and cannons which can damage the Goliath, both of which are activated by pylons, which have gone through a significant overhaul. The pylons can now be activated without any energy and have a particle effect that leads the player to what the the pylon activates.

Activation effect for the pylon

01 / 20 / 2019

Coming back in the new year I had a lot of stuff to cover. First and foremost the character team needed a HUD Damage and Danger indicator. What it would do is overlay the screen with a red outline whenever the player takes damage. Secondly the HUD would have to display direction of incoming projectiles. Both of these features became necessary after the switch to first person perspective.

I managed to set up the required system using UE4’s widget blueprint and a component that will be attached to the main player BP.

HUD Damage and Danger prototype

The arrows indicate any incoming projectiles around the player. Moreover, based on the distance I adjust the arrows scale and opacity for added readability.

Granted it still looks a bit rough around the edges but these are just place holder assets and there is still a bit of tweaking to do. But, the underlying logic is sound.

Base logic for indicator arrow

I’m still working on more exciting environment stuff which I’ll show in the next update since it’s still missing some elements without which I’d rather not show it off!

11 / 14 / 2018

As we edge closer to our alpha I have had to do a lot of tweaking and bug fixing and adding minor details to all the systems built until now.

A really cool thing I managed to get done is use physics based animations to create a crystal shattering effect. The animation itself was created by my fellow tech artist. I managed to make it shatter when the player hits a crystal. The shards currently fly out in the players direction (due to a mechanic the player uses) but this can be changed easily based on what is needed.

I also worked on a checkpoint and respawn system that works with the pylon system I made earlier. As such when you activate a pylon, it powers up a nearby checkpoint node. The player will then always spawn here when she dies until the next checkpoint node is activated.

From here on out there will only be bug fixes and tweaks till alpha. Expect to see the next major update next year!

10 / 27 / 2018

Our team made a design decision as to what the environment will look like. The entire world will be a bunch of floating objects (think asteroids) in space and as such should rotate and move around in a believable manner. The problem here was that the player team build our main character (in unreal) as a kinematic character and as such it could not interact with UE 4’s built in physics engine.

To solve this I decided to build out my own rudimentary physics system which would behave as we need it too. This was a straight forward task as I needed to keep track of the basic factors of Force, Acceleration, velocity and Mass; how they are applied per unit time, how they dissipate and how the object moves based on these factors.

Along these lines I also managed to simulate angular motion based on angular force, angular velocity and angular acceleration.

The best thing about building out my own system it that I have complete control over how it behaves and can make it do things which a pure physics based simulation would not allow (e.g controlling how force applied dissipates, elasticity and inertia etc.)

10 / 12 / 2018

There was also a slight design change made to the pylon itself. Now it no longer requires any energy to activate and, once activated, points in certain direction (defined by the designer) which may be a point of interest or simply where to go next.

For this game I wanted to be really involved with building the environment and engineering elements of puzzle and navigation. The first major thing I’ve done is created an power nodes in the same vein as a pylon from StarCraft.

pylon-gif.gif
You require energy to activate these!

For now the idea is that the Goliath (large monster) will have energy crystals on it which when destroyed will give the player energy to then activate these nodes and change the environment in small (or large) ways.

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