FERA-T4

A self-guided exploration into Unreal Engine 5


For my senior year, I wanted to explore something more industry-standard. I was prompted to make a senior design project of my choosing as long as I documented the process and made regular devlogs. My work was awarded the Commencement and Achievement Award for Excellence in Iterative Design for my work which included a prize of $500. This is the only and highest award for senior design projects for my program, Integrated Digital Media. It was an honor and an experience I will never forget.

During my senior year, I was learning how to make story bibles in my class, Interactive Narrative. One class, I had made a narrative that I wanted to turn into a game. It was about more feminine-formed mechs that do not slide into sexualization. I love the mecha genre of games and media but I found that most mechs were skewed male or leaned into oversexualization and I sought to design and create feminine forms that avoided that. I also was a fan of souls-like games at the time and I wanted to hit this intersection of a game that had souls-like mechanics and feminine mecha forms to create a game that was not necessarily classically marketed towards women.

Introduction

FERA-T4 is a game that draws on souls-like combat mechanics and features feminine-formed mechs. The full world, characters, and narrative are laid out in the story bible I created in the Interactive Narrative class below. This story bible shaped every decision that followed. At its core, the game explores themes like self-determination versus programming within a genre intersection I hadn’t seen explored often.

Premise

The process is well-documented in the project plan along with devlogs at every stage of the process. Given the scope of the project, I knew a solo-senior project would be difficult to complete within the time I was allotted. I ended up planning at first and also revising a plan in the middle of the process to evaluate what would be possible by the end of year showcase.

Going into the project, I had no prior Unreal Engine experience but I knew how to 3D model, make music, build some basic game state systems, and a story bible. I had 12 weeks to make the game I dreamed of a reality. The first week researched for days and created a prototype of a character that can move in all directions and jump. I paid special attention to the IK system. On week 2, I tuned player movement and created a basic enemy AI that could be damaged. Player movement at this time had a dodge and a target lock system that I later removed in the later stage of the game because of how clunky the game felt with it inside. I considered these two abilities darlings of mine I hope to implement in another project. The enemy AI could move on their own and target the player. On week 3, I added a stamina bar that can deplete when players dodge or attack and regains over time. I also created the basic enemy spawner that generated waves of enemies using dictionaries. I enabled the ability to pause the game and also respawn/restart from the death screen. On week 4, I created the crowd approval mechanic and fight summary screen. I also made the title screen in After Effects. On week 5, I prepared the high fidelity prototype for the first playtest. This included bug fixing and additional things like a dialogue system to help inform the player how to play the game. On week 6, I created the tutorial through a dialogue system, a visual effect for the player getting hit, and some sound effects for actions in the game. On week 7, the first playtest occurred and I learned a few things: the combat felt flat, the controls seemed obscure still, the stamina system felt restrictive rather than challenging, and some expressed that the pause screen should include controls. I wanted the game to feel challenging not annoying so I took week 7 and 8 to reevaluate the game and study new methods to achieve the gameplay I wanted. On week 9 (spring break), I essentially created a new file and started ground up. I had such little time to complete the new and improved project that I dedicated myself to finishing it. I made a more comprehensive enemy state tree. From that basic state tree, I made three new bosses. The first and second boss unlocked a new ability for the player character like a combo attack and a ranged attack. The player received a dash instead of the old combat roll. There is a blocking system as well as a perfect parry system. One highlight is that when there is a crowd of enemies, only a certain amount will attack the player at a time and otherwise strafe around the character. This system draws from Doom (2016) where the player gives a certain amount of tokens and when the enemy holding the token dies, it gives that token back to the player so another enemy can stop strafing in a circle around the player and attack. Though this system isn’t used often, it helped with the crowding issue the previous playtest had. There is also a stealth system where the enemies use EQS to see the terrain around them when they patrol. So if they do not see the player but get notified of the player’s presence they will use the EQS to search the surrounding area (refer to devlogs to see this in action). An issue that came up was that if the player attacked near a group of enemies, the whole group would block at the same time. To fix this I added a percent chance for the block to occur. I also added a currency system so that the player can buy items. (This was removed in favor of automatically giving the player upgrades instead). The final boss carries a very different set of attacks than the base enemies and the two other bosses. I wanted the final fight to feel very challenging compared to the other two. On week 10, I modeled and rigged all the characters. I also created niagara systems for the vfx. On week 11, I did all the asset sourcing like the arena for the Crucible and made collision boxes for the level. On week 12, I created the cel shader and prepared for the final showcase.

Process

At the midterm evaluation, I realized that I was stubbornly holding on to features I really liked even though it did not play well. Scope creep was a challenge every week because i wanted to keep or add things that just would not work for the game in the long run. Rebuilding the game in a month meant letting go of that attachment faster than I was comfortable with. In the future, if i were to release a playable version, I’d love to rebalance the levels and replace all temporary assets left over.

Challenges

The playtest was so exciting. I had crowds of people at my booth vying to play my game. They were challenging themselves to hit higher levels and audibly expressing frustration when a boss got the better of them-exactly the reaction I wanted from souls-like mechanics. Seeing how people interacted with the combat system I rebuilt in a month made that effort more worth it. I’m proud the final product still carried the themes I set out with: feminine mecha design that did not veer into sexualization and a story about a mecha deciding who to be in a world that no longer needed her.

Reflection

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Where the Forest Waits