Animations

The project features a comprehensive set of animations designed to bring the characters to life and provide a realistic and immersive gameplay experience. The animations cover various movements and actions, both with and without weapons, enhancing the visual and interactive aspects of the game.

Animation Blueprint: The Animation Blueprint includes a range of movements, such as idle stance, walk, and run, for the main character. These animations capture the character's actions and locomotion, ensuring smooth and fluid transitions between different states.

Jump Animations: Different jump animations have been created based on whether the character is armed or unarmed. This attention to detail adds realism to the gameplay and reflects the character's interaction with their equipped weapon during jumps.

Blended Movement Animations: The project incorporates blended animations for character movement, providing seamless transitions between different actions and states. This enhances the overall fluidity and responsiveness of the character's movements.

Aim Offset: An aim offset has been implemented to enhance the aiming animations. This feature ensures that the character's upper body aligns correctly with the crosshair, adding a level of realism and precision to the shooting mechanics.

Vaulting: The project includes the ability for the character to perform a "vault" movement on certain objects. This allows the character to smoothly and realistically traverse obstacles and interact with the environment. It must be noted that this function is set with wrapping motion. To be able to activate vault option on specific items go to: Static Mesh > Detail > Tag - then type “Vault” (with this typing format).

Then, convert “Collision” to “Custom” - then in the Camera Collision section check the “Ignore” box.

Physics Assets: Both the main character and zombies have physics assets. When these characters are defeated, they drop dead in a realistic manner based on the last attack received and interact with collisions from other characters or objects in the environment.

Weapon Holding and Firing Animations: Various animations have been created for holding and firing weapons, taking into account their size and the character's mobility. These animations add visual diversity and realism to the gameplay, reflecting the character's interaction with different types of firearms.

Health Refill Animation: The project includes animation for health actions. This animation visually represents the character's interaction with items or objects that replenish their health adding an immersive touch to the gameplay experience.

Reload Animations:


The project includes a variety of reload animations, each unique to specific weapon in the game. Each weapon type, such as pistols and assault rifles, has its own distinct reload animation, adding realism and immersion to the gameplay.

Realistic Magazine Management: During the reload animation, bullets are not stored until the entire reload process is completed. This attention to detail ensures that players must complete the full reload animation to access a fully loaded magazine, introducing a tactical element to combat situations.

Magazine Dropping Animation: The reload animations also include a dedicated animation for dropping the current magazine. This animation adds visual fidelity and emphasizes the importance of ammunition management, as players must carefully decide when to perform a tactical reload.

Weapon Cocking Animation: A weapon cocking animation, also known as breech-block animation, has been added to enhance the authenticity of weapon handling. This animation represents the action of manually cocking the weapon, providing an immersive touch to the gameplay.

The reload animations, magazine management, magazine dropping, and weapon cocking animations contribute to a realistic and dynamic combat experience. Each animation is tailored to the specific weapon type, delivering a diverse and engaging gameplay experience for players.

Door interactions: 4 sets of doors have been appointed to this project each with its unique animation.

Search and explore: There are 7 different cupboards and drawers placed in this project in which each interaction (adjusted animations) between the character and the object is different and looks realistic and according to the physique and the shape of that item.

The project's extensive collection of animations, including movements, jumps, blending, aiming, vaulting, physics interactions, weapon handling, and refill actions, contribute to a visually stunning and realistic gameplay experience. These animations bring the characters to life and enhance the overall immersion and engagement for players.


Weapon class, name and statistics

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The project offers a diverse range of weapons, including sets of pistols and assault rifles, each with unique characteristics and stats. These stats include:

Damage: The amount of damage inflicted by the weapon.

Fire rate: The rate at which the weapon fires bullets.

Accuracy: The precision and accuracy of the weapon's shots.

Recoil: The level of recoil experienced when firing the weapon.

Magazine Capacity: The number of rounds the weapon's magazine can hold. Firing Mode: Is an adjustable setting which can be set for all of the firearms in the developer menu.

The project includes adjustable components within the weapon blueprints, allowing for easy parameter customization and modification of these statistics for both existing and newly designed weapons. This flexibility ensures that weapon balancing can be fine-tuned to suit the desired gameplay experience.

To avoid issues with "Bullet Firing Spam", the weapon firing ability has been implemented with appropriate mechanisms to prevent excessive and unrealistic bullet spamming, providing a more balanced and immersive combat experience.

The project offers eight designated slots for equipping weapons, allowing players to carry and switch between varieties of firearms. This function allows players to accommodate an extensive collection of weapons.

Visual Blueprints for weapons/bullets: Bullet tracing is enabled where the player can see the bullets fired during gameplay, a rare feature which its range can be adjusted by the developer. The impact of bullets on different materials and terrains are varied (such as dirt splash and sparks on metal) and will remain for a limited time. Also muzzle flash and smoke particles are added for different firearms.

Key weapon functions are included, such as reload, drawing and holstering weapons, dropping guns and handguns, and switching between equipped weapons. These functions enhance the player's control and interaction with the arsenal.

The aiming crosshair in the game is dynamic and features a realistic movement effect, responding to the character's state and providing a more immersive aiming experience. The crosshair now includes a Focus Time element when aiming and firing bullets, adding an additional layer of precision and timing for the player. Also, the option to remove or add the aiming crosshair is available, allowing for customization based on player preference.

Locational damage, based on hitbox detection, has been implemented for shooting different body parts of enemies. This means that targeting specific areas will result in different damage outputs, with an instant headshot resulting in the enemy being killed.



Save System Mechanics

The project incorporates essential save system mechanics, including Load, Save (Manual), and Checkpoint systems, to ensure player progress is properly tracked and maintained.

Checkpoint System (Autosave): The game features a flexible Checkpoint system, also known as Autosave that allows for adjustments and changes. These autosaves serve as designated points within the game where progress is automatically saved, and players can respawn from these points upon death or reloading the game.


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How to define where to Autosave (Chapter separation)


Saving the Game: When the player chooses to save the game, the relevant data is stored, capturing the current state of the player's progress, including their location, inventory, and game variables.

Loading the Saved Game: The loading system enables players to retrieve and resume their saved game data from the exact point where they left off. The saved data is read, restoring the player's location, inventory, and game state, providing a seamless continuation of their adventure.

The projects save system mechanics, including the Autosave Checkpoint system, ensure that player progress is effectively captured and allows for a smooth and customized loading experience. Whether players choose to save, load from the exact same point or loading an autosave data is preserved, providing a seamless and immersive gameplay experience.


Game Modes

The project features two distinct game modes, each offering a unique and immersive gameplay experience.

Quest Mode


The "Quest Mode" is the primary gameplay mode, designed to offer players a thrilling and challenging adventure. In this mode, players embark on an epic journey filled with various objectives and tasks, providing a rich and engaging narrative-driven gameplay.

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Location setting for each specific Quest


Quest Objectives:

- Reaching a Specific Destination: The player's primary objective is to reach a specific destination within the expansive game world. This destination could be a crucial story location, an important landmark, or a secure safe zone where the next phase of the quest unfolds.

- Eliminating Zombies: Along the way, players must face relentless hordes of zombies that pose a constant threat. To progress in the quest, the player needs to showcase their combat skills and strategic prowess by eliminating a certain number of zombies.

- Collecting Objects: The quest mode incorporates elements of exploration and puzzle-solving. Players must collect essential objects, such as keys and flashlights, scattered throughout the game world. These objects serve as keys to unlock new areas, overcome obstacles, and advance further into the quest.


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Where to view tasks and quests



Dynamic Gameplay:
The quest mode presents dynamic and evolving gameplay, adapting to the player's actions and decisions. Encounters with zombies and the distribution of collectible objects are carefully designed to create a sense of challenge and excitement, ensuring that each playthrough is unique and immersive.

Progression and Rewards:
Successfully completing quest objectives rewards players with valuable resources, experience points, and unlock new content. Players can earn powerful weapons, upgrades, and access to additional quests as they progress in the quest mode. This sense of achievement and satisfaction motivates players to continue their thrilling journey, delving deeper into the immersive world of the game.

Compass System:
Our project includes a convenient compass system that assists players in navigating through the game world. The compass displays the direction of their current objectives, guiding players towards their next destination. With this intuitive navigation aid, players can easily stay on track during their quests and exploration, enhancing their overall gaming experience.

Quest Notifications:
Upon completing quests, players receive timely notifications in the form of pop-ups. These notifications provide information about newly unlocked quests, objectives, and rewards. The pop-ups appear on-screen for a brief duration, ensuring that players are informed about their progress without disrupting their gameplay immersion.

Quest Tracker (Tab Menu):
Our project features a user-friendly quest tracker accessible by pressing the "Tab" button. The quest tracker displays an organized list of active quests, including objectives and progress. Players can refer to this tracker at any time to keep track of ongoing quests, objectives, and relevant details, facilitating efficient quest management and exploration.

Both the "Quest Mode" and the additional features, including the compass system, quest notifications, and the quest tracker, offer a captivating and diverse gaming experience. Players can fully immerse themselves in the captivating quests and storyline of our project, while seamlessly navigating the game world, easily identifying objectives, and managing quests efficiently. 

AI Systems:
The project features advanced AI systems that bring the Zombie Character Class to life, offering unique and varied gameplay experiences. The Zombie Character Class includes properties such as four types of zombies with different characteristics, physical features, aggressiveness levels, HP, and attack time. These properties can be easily varied and changed, allowing for customization based on specific project requirements.
The Animation Blueprint is provided for the zombies, ensuring smooth and realistic animations for each character. The pre-configured blueprints seamlessly integrate the zombies' movements and actions into the project, enhancing their authenticity.
Furthermore, the project includes Zombie Spawn System Blueprints, which governs the spawning of zombies in the game world. These blueprints provide a framework for dynamically generating and placing zombies based on specified criteria, adding variety and challenge to the gameplay experience.
The visual alertness and auditory (hearing) alertness radius have been defined for the zombies and can be adjusted as needed. This radius determines the distance at which zombies can detect and respond to the presence of the player or other stimuli. Modifying the alertness radius allows for fine-tuning the level of challenge and strategic gameplay elements. image

Zombie spawning systems where you can define:

  • Number of spawning Zombies
  • Trigger point
  • Zombie spawning locations


  • With its advanced AI systems, the game offers a diverse range of zombie types, realistic animations, dynamic enemy spawning, and customizable visual and auditory alertness. These elements contribute to an immersive and thrilling gameplay experience, ensuring that encounters with zombies in the project are engaging and unpredictable.


    Interactions:

    Our game offers engaging interactions to enhance player immersion and gameplay experience.

    Environmental Interactions: Players can interact with various objects like boxes, doors, drawers and wardrobes to discover hidden items and access new areas. Exploring the environment for interactive objects adds depth and rewards to the gameplay.

    Item Interactions: The game includes a range of item interactions that players can utilize to their advantage. These interactions involve using HP boosters, armor, and battery packs to restore health, replenish armor, and recharge the flashlight. Strategic use of these items enhances survivability and resource management during intense encounters.

    Cupboard and Drawer Interaction (stash): There are 7 different types of drawers and cupboards that each open in a different way with different animations. Different items can be stored in these places in order for the player to find new items that helps in their gameplay journey.

    Door interaction: 4 different types of doors with different interactive animations have been assigned to this project. One simply moves as the characters walk passed it and has a light physic. The other one is a simple door in which the player opens it like a normal door. There is also a double sided door along with a door than can be only open using a certain key.

    CCTV viewing: Our project introduces a CCTV Viewing Option that enhances gameplay with real-time surveillance through strategically placed cameras. This feature allows players to remotely observe areas, monitor zombie movements, and locate items, thereby facilitating strategic planning, route selection, and decision-making. Players can use CCTV to gain map awareness by visually exploring uncharted regions, switching between cameras, zooming, and rotating views for an immersive and interactive surveillance experience. This tactical advantage enables players to scout ahead, identify enemy weaknesses, and formulate effective strategies, adding a dynamic and strategic element that enriches the gaming experience.

    Camera Shake System: Dynamic camera shakes during actions and impactful moments add a sense of realism and intensity to the gameplay. The camera shake system immerses players in the action, making combat and critical events more thrilling.

    Particle Systems: Visual effects, such as fire damage, muzzle flash for all weapons, impact of bullets on different elements and environmental reactions, create immersive experiences based on character proximity and particle size. The particle systems add visual fidelity and realism to various interactions and combat scenarios.

    Our game's interactions provide depth and immersion, allowing players to explore, strategize, and experience dynamic effects that elevate the overall gameplay experience.


    HUD (Head-Up Display):


    The in-game HUD of our game provides essential information to players, ensuring they have a clear understanding of their character's status and equipped items. It consists of the following factors:

    Weapon: The HUD displays a schematic demonstration of the currently equipped weapon, along with the number of bullets available in the magazine and the total number of bullets in stock (in this case, the backpack). Players can quickly assess their firepower and ammunition status during combat.

    Health (HP): The HUD showcases the remaining health of the character on a health bar or as a percentage. When the character *receives damage, such as from enemy attacks or environmental hazards, their HP decreases. If the HP reaches zero or falls below a certain threshold, the character dies.

    *Fall damage is placed in this project and the damage received is varied based on the height of the drop. This is an adjustable parameter and can be easily set by the developer.

    Armour: The HUD indicates the remaining armour of the character on an armour bar or as a percentage. Armour acts as a buffer to the character's HP, providing increased resilience against attacks. Once the armour reaches zero, it breaks, and the character starts losing HP from subsequent attacks.

    Stamina: The HUD includes a stamina bar or gauge that represents the character's stamina level. Stamina acts as a limiting factor, preventing continuous high-intensity actions without consequences. Engaging in actions that consume stamina depletes the stamina bar. If the stamina is completely depleted, the character becomes fatigued and unable to perform certain actions, such as sprinting until it is replenished.

    Flashlight: The HUD provides information on the character's flashlight, which serves as a tool to illuminate dark environments. The flashlight requires batteries for operation, and the battery level is displayed on the HUD. The battery system allows for stacking up to a certain limit, and any excess battery packs are automatically stored in the inventory.

    Our game's HUD ensures players have crucial information readily available, including weapon status, health and armour levels, stamina management, and flashlight usage. This information allows players to make informed decisions and navigate the game world effectively.


    Pause Menu:


    Our game features a convenient pause menu that allows players to pause the game at any time. From the pause menu, players can continue their progress, save their game, load a saved game, adjust settings, or return to the main menu.

    Pause Functionality: Players can pause the game at any moment to take breaks or strategize without losing progress.

    Continue: The pause menu offers a "Continue" option, allowing players to seamlessly resume the game from where they left off.

    Save and Load: Players can save their progress at any point during the game and load saved games to continue playing from a specific point.

    Settings: The pause menu includes options to adjust audio, visuals, difficulty, and other preferences to tailor the gameplay experience to individual preferences.

    Exit to Main Menu: Players have the option to return to the main menu, allowing them to explore other game modes, access settings, or start a new game.

    Our pause menu provides a user-friendly interface for players to access essential functionalities and enhances their overall gameplay experience.


    The main menu serves as the central hub for players to access different aspects of the game, including starting new adventures, customizing settings, and accessing various game modes, providing a seamless and convenient user experience.


    The main menu serves as the gateway to the game and provides players with various options and game modes to explore

    Game Modes: The main menu presents different game modes, but in this project only a default preset game mode is present. The developer can add and remove its desired game modes willingly in this section. The developers can add, adjust or remove any game modes that they are willing to place into their project.

    New Game: Players can start a new game or create a new game save from the main menu, enabling them to dive into the captivating world of the game and begin their thrilling journey.

    Continue: This function is not present when the player starts the game for the first time, but after playing a while and saving (either manually or as forms of autosave) the element becomes present in the menu and will read the saved data from the most recent data.

    Settings: Players can access the settings menu from the main menu to customize audio, visuals and other game preferences according to their needs.

    Load Game: Players can load previously saved game, providing convenience and continuity to their gameplay sessions.

    Exit Game: The main menu includes an option to exit the game, allowing players to close the application and return to their desktop or console home screen.


    The main menu serves as the central hub for players to access different aspects of the game, including starting new adventures, customizing settings, and accessing various game modes, providing a seamless and convenient user experience.

    Inventory System Blueprint:

    Our inventory system blueprint offers a seamless and intuitive solution for managing in-game items. With a modular design, it provides flexibility and scalability to suit various gameplay needs.

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    Item statistics and functionality are shown in this data table



    Modular Design: Our blueprint's modular structure allows easy customization, allowing developers to adjust the number of slots to fit their game's unique requirements. The modular design ensures that the inventory system can be tailored to the specific mechanics of our game. image

    Placing items in the environment
    the amount can be adjusted
    In the ID section, developers can modify which lock can be unlocked with a specific key. In order to match the key with the lock (door), the developer must type in the same characters (numbers and letters) in the ID section shown here.



    Eight Item Slots: The blueprint comes with slots for preconfigured storing distinct items, providing players with ample space for their possessions. Each slot can represent a specific item or resource within the game.

    Intuitive User Interface: The inventory system's user-friendly UI provides a clear visual representation of the available slots and the items they contain. Here, players can easily interact with the inventory system either by "Dropping", or "Using" each item.

    Responsive Feedback: To enhance the player's understanding of their inventory status, our blueprint includes visual indicators for item interactions. When players obtain specific items, they receive pop-up messages notifying them of their acquisitions.

    Inventory Capacity Mechanics: The default pre-set slots for the inventory is eight. Additionally, the game includes a backpack in which the player finds at a certain point in the game which adds two more slots. The value for both the initial inventory capacity and the backpack capacity can easily be adjusted.

    Interaction Mechanics: Our inventory system's interaction format does not involve drag-and-drop functionality. Instead, in terms of interactions, players can either "Drop", or "Use" each item. This streamlined approach allows for a more straightforward and intuitive inventory management experience.

    Our inventory system blueprint serves as a solid foundation for managing in-game items. Its modular design, adjustable slot count, intuitive UI, and extensive functionality make it a valuable asset for developers seeking a robust and customizable inventory solution tailored to the specific mechanics of our game.


    With an immersive quest mode, advanced AI systems, engaging interactions, a user-friendly HUD, convenient pause and main menus, and a scalable inventory system, our project offers a compelling and dynamic gameplay experience. The diverse gameplay elements come together to create an exciting and immersive world where players can engage in thrilling combat, exploration, and storytelling adventures. The combination of attention to detail, creative design, and technical innovation ensures that our project delivers an unforgettable and captivating gaming experience to players of all levels.

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    How to add new items



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    Where the new added item gets displayed along with its statistics and functionality demonstration