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Shoguns Demise

In this portfolio piece, I worked on creating a single player stealth adventure game called Shoguns Demise. It is heavily inspired by the popular game, Tenchu: Stealth Assassins. Rokurokubi is a veteran assassin that has become infamous around the world. He has been tasked with eliminating the notorious shogun named Jinzo. Infiltrate the heavily guarded Shogun's Chamber using three distinct paths: Bamboo Forest, Sewer, and Rooftops. Master the art of stealth with custom mechanics like Disarm Traps, Stealth Movement, and Stealth Takedowns. Beware of the Guard Detection System and use Distraction Items to create opportunities. Complete the objective, but remember: no time for distractions, just focus on the kill.

 

What Went Right:

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Time Management – Over the course of this month, I was able to keep to a strict schedule and complete my project ahead of time.

 

Playtest Feedback – By collecting feedback for my game, I was able to catch a lot of little mistakes. Even though these mistakes are little, they are detrimental to the player’s experience. These playtests let me look at my game in a different light. I was able to change my game for the better.

 

Scripting Knowledge – After this month, I feel my scripting knowledge and way around unreal engine has vastly improved. I can see what’s going on in the code and use logic to work out the problems there might be.

 

Level Design – I feel my level design is getting better with every level that I create. As I create block meshes, I can create new static meshes as if I am building Legos. I am excited to create a blockmesh with more assets to block out.

 

Mechanics – This month I created a lot of mechanics that I haven’t been introduced to yet. This caused me to step up and think outside of the box. With this repetition, I am starting to see the patterns on how to create mechanics.

 

What Went Wrong:

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Perforce  - During this month, I experienced trouble with perforce, but it wasn’t my fault. Another designer deleted a lot of people’s levels. Luckily, the files were able to be restored and it was the beginning of the project, so no one had really started yet.

 

Lighting  - This month I struggled with the implementation of a night level and overall lighting. Overall, I wasn’t happy with how the lighting turned out in this project. I need to spend more time learning about lighting in unreal engine 5. It is one of my weak points.

 

Packaging Build – This month I ran into a few errors when packaging my build. I was able to fix them with the help of another designer. It required me to delete a few files from perforce, which was interesting because I know I never added those files to the depot. I also ran into an error involving my player start. I was able to fix this by removing a function in game mode blueprint.

 

Finding Assets  - Finding free blockmesh assets was quite a struggle this month. It took quite awhile to find the best ones that would represent my level. It required to go to multiple different sites for all the different assets. However, I was able to find them.

 

Taking Breaks  - I was able to get my project done before the deadline. However, it took a tole on my mental and physical health. I need to be to relax and breaks away from the computer.

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Shoguns Demise offers players a journey into the world of stealth and intrigue. Drawing inspiration from the beloved stealth games, the game introduces players to the art of stealth, utilizing unique mechanics such as Disarm Traps, Stealth Movement, and Stealth Takedowns. Shoguns Demise invites players to embrace their inner assassin and seize the moment for a silent kill. After completing this project, I feel that I have broken through another plateau in my game design career. Scripting is starting to become easier, and I can think out logic in my head. I am excited to continue my designer career with this newfound knowledge.

Presentation

Blockmesh

Gameplay

Mechanics

© 2022 by JUDE PETERSON.

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