Project Introduction
We have chosen to develop BTO in Unreal Engine because we believe it is the perfect engine with its unparalleled toolset for developing 3D games, such as the wealth of readily-available assets and intuitive third-person movement and camera controls. For our Environments we use Brushify along with Quixel Bridge and Mixer to bring each of our areas in the game together and in a seamless and unified way. For characters animations and facial animations for all in game and cinematics I have Character Creator 3, 3D X Change, and I Clone 7.Players play the game as Andrew Jackson, who has access to an AI-infused futuristic suit, Named E.M.I.L.I, which grants Andrew a number of upgradeable abilities. These follow three main skill branches: stealth tech, battle tech, and defense tech. Players can choose to master one skill branch or evenly distribute abilities, resulting in many different ways to approach enemies and significant replayability. In addition to combat, BTO features puzzle rooms and a plethora of side quests, which reward the player with additional equipment and upgrades.
The level is set up in three main areas, the woods, the icy mountain range, and the volcanic mountain peak. Each area has different types of witches housed within. Sand witches are the smallest enemies in the game, Ice Witches float and dance within the air seducing their victims before they attack, and the Tree witches are the largest enemy in the game with thick bark skin and arms like tree trunks. As players progress through the level and open up new areas, the enemies are stronger. The Forests are filled with unique witch camps, in a varieties of shapes, sizes, and builds, with different bridge systems allowing players to gain access to new or secret areas. These camps house witch sorcerers who use dark magic to raise their army of smaller witches, scurrying around the camps. On the mountain ridge and ice cliffs are many alien structures attached to the mountain cliffs. These structures lead to caves systems throughout the mountain range. These cave systems house alien puzzles, rooms, technology, and secrets to find. The Alien puzzles are guarded by robotic drones or brute cybernetic knights. The puzzles range from simple match puzzles or Simon says style puzzles up to puzzles uniquely designed around the characters weapon attachments and upgradeable abilities. Using your boosted jump, corrosive shots to melt, or ice shots to freeze objects in order to solve the puzzle. These alien puzzle rooms reward the player with upgrades, xp and new areas to explore.
Beyond the Oaks is being developed for both PC and Console, thus the player inputs are designed specifically with both in mind. Using a Keyboard and mouse, BTO functions like most games in the third-person genre, players move the screen with the mouse, aim and shoot with the left and right mouse buttons, and all interactions, locomotion and different abilities are used with the keyboard inputs. With many different inputs, actions and abilities, we are limited with the amount of buttons on console controllers. We have solved this like many pc/console games by having the game controls set-up in a way that allows players to make multi-button inputs. This allows players to perform multiple actions or abilities with one button using single press, double press and combination with other buttons. With multi-button inputs we can have all of the many abilities still in a natural and intuitive place on the controller.
The menus are being made with two things in mind, the quick performing actions like switching weapons or finding your next objective, and the long form menus with more information, images, and descriptions. All of the menus are designed to fit the theme. For example, character bios in beyond the oaks are called data logs. In the Data-log Menu you can find every character you have met with a description about that character. For collectables, we have named this category Sigils. In here you can find any rare collectables you have discovered such as audio tapes, which build on our expansive lore, and items which give more detail to the world and story. The short-form Quick Menus are in-game, and do not pause any gameplay. Quick Menus include weapon wheel, mini map, as well as missions and objectives. With Beyond the oaks we are developing the quick menus to be a part of the suit, inspired by games such as Batman Arkham series and Dead space, where the character being played is opening a hologram or using a computer in-game, to show the menu. This keeps players immersed in the game, rather than snapping a player out of the game to a menu.