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Peasant quest formally concept of valor : story and assets

A topic by Chapstic593 created Mar 04, 2022 Views: 1,609 Replies: 8
Viewing posts 1 to 9
(4 edits)

So now that Brackeys game jam is done I'm focusing all my effort into developing my first rpg in unreal engine 4.27

Previous log can be read here : https://itch.io/t/1908244/concept-of-valor-game-dev-plan-and-concept-art#post-53...


Couple of things: 

  1. switched engines from unity to unreal 4 as I find unreal has a better animation system or at least its easier to get smooth animation transitions in my opinion.
  2. switched from 2d to 3d as I'm well versed in 3d and can model texture and animate and rig not to mention the asset packs available on ue4 is crazy. Advance autolocomotion system for the win!
  3. changed name from concept of valor to peasant quest

The story so far:

the journey from peasant to knight. Many trails and tribulations (and mostly fetch quests) are in the heroes journey to becoming a knight. As a young boy you never knew the love of your parents or the pain of losing them because being orphan at a young age due to famine has left you growing up in harsh times. You wake up in world full of disease and pestilence from bodies that are piled on the street from the war that has ravaged your town. 

The assets:

I managed to find a decent animation system and successfully rig my model to it or lets be honest its a cc3 model thats been tweaked and customized. Most of the attack animations will be custom and hand made due to not having access or the money for store bought animations not that I need them anyway.


Custom attack animation




Change of plans I like als system however ue4 echo is far nicer and is a good base character to have. Most of my time was spent figuring out how to retarget the skeleton so its not much of a waste to upgrade to a free asset with no license attached minus the unreal engine only specification.







reskined echo's head to Caucasian 





(2 edits)

on the path to customized echo .  Exporting the models separate pieces and importing into quixel mixer was too much of  hassle with software crashes and forgetting pieces. 



Implemented casting, static health and mana bar for now


(3 edits)

particle fx and mana bar working

made it so it heals the character was literally just add float - set health.

I've been pretty busy with this the list of things I've accomplished in the last day or two:

Custom loot sack asset created 


Created hud icons and coded attack cooldowns for the spells

Created a mannequin that takes damage and spawns a loot bag upon death. Yes i'm following a tutorial however there's no such thing as self made man and theres lot of changes and tweaks I made with the code to suite me as I know visual scripting through coding in unity as the systems are pretty interchangeable.

List of things accomplished:

Modelled sword

-Made it so mannequin takes damage from spells and the sword 

-basic patrol and follow ai

-made it so the loot despawns on collision with player(at the moment that's all it does)

-created casting animation

blended walk animations with attack animations to allow for a more dynamic feeling ( all though the mannequin doesn't let you move forward and attack at the moment)


I didn't like the tab target system I was coding so I decided to scrap the project (saving the blue print code of course) and rework the animation system in a new project. The system the default echo has in place looks pretty but really isn't practical if you want an action oriented hack and slash.

things accomplished: 

-roll animation created
- transition from walk to run successfully implemented
- coded transitions 


fixed skin shader and applied materials . There's a Huge difference.