Leylines

I’ve worked on the AI for a while now, and have created a functional vertical prototype, still requiring animations and smaller functionality that can be fleshed out later on. On the left you can see a showcase of the AI moving, reacting to sound (player movement), fleeing when the amulet is triggered (the blue object)

As the AI is inspired by Alien Isolation, similarly it uses a Director Subsytem that uses a menace gauge to determine when the apparition should appear/disappear. This will keep the game exciting and dynamic for the player as they will never know when it will spawn. As seen in this early level concept screenshot, the apparition will appear from nodes around the map, and will return to them/out of player line of sight when the Director calls it back.

Because I have a majority of the coded systems completed or in a state where they are waiting for other tasks to be completed (both C++ and Blueprints) I have shifted my focus to asset creation, working on a player model (for cinematics, placeholders and other uses) despite being a first person game. I am proud of the outcome as it’s my first time making a character model from scratch and having it be humanlike and not deformed, even if my topology is not the greatest. For my apparition, I will be taking more time as of now to ensure it is higher quality, and can be used in promotional material for when I publish the game.

Leylines is the name given to my current indie project I’m working on. It takes inspiration from game mechanics from Alien: Isolation, focusing on how the AI works and taking that into my game. The game will be story driven, taking the player through an underground labyrinth in modern times, that was previously hidden from the world by the movement of the Saharan Desert. The image to the right is taken from the initial environment the player will find themselves in, before delving into the unexplored ruin.