BRENNAN JAMES SEGARRA
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Gutter Dev Log

Crazy amounts of work I didn't document from 6 or so months ago.

6/6/2024

 
  • Like many weeks of during this past December and January I think.
  • Enemy alert states changed based off an unreal behavior tree and tasks, hearing and sight perception of based off the players body line of sight, footstep volume levels, and distance.
  • Player sprint, crouch, footsteps, and clean transitions between each state without breaking (it kept breaking a lot because of the transitions between each other)
  • Player health and death animation. Default timed respawn. Basic player attack and stealth kill. 
  • Quest / Mission UI text for objectives and quest volume BPs that change / progress said text.
  • Baby's first level designs to test enemy AI, pathfinding, patrol routes, and getting a feel for the player's gameplay for core loop.
  • An iteration on the level design to feel more like a guarded place with multiple paths in and out. Plus a variety of alternate paths with the OWP that aren't showcased because I later changed how OWP works before recording these videos lol
  • "Dynamic LD" through OWP transitions showcases simply and the OWP respawn system that requires juice from the purple meter to ENTER the OWP and then unlock respawn points to be used later when downed. After downed, you must navigate back to a previously unlocked OWP to reenter the world. Losing purple juice the longer you're in the OWP.
  • I wouldn't be surprised if there was more, but this was all mostly made a while ago before I doubled down on learning Godot in my spare time. I'm reviving it now though so I have a gameplay template to greybox level designs as any meaningful portfolio to show to employers because I need a job now. 
  • I uploaded like 10 new videos click the playlist link to see them all. 

>>> Gutter Dev Video Playlist <<<

Comments are closed.

    Pitch

    ​UE5 First person dishonored-like stealth navigation and combat.

    Goal

    Round out basic mechanics and systems to then build a robust and polished level design to play around it.

    Timeline

    March 2025
    June 2024
    November 2023
    October 2023
    September 2023
    June 2023
    May 2023

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