top of page

Student Innovation Project

Summary

Summary: World of Martz is a 3d open arena fighting game, where players must use weapons,magic, and traps to defeat their opponent. As the Fight goes on Players must adapt to ever changing inclimate weather and romaing monsters native to the land. This project was made using the Unreal Engine 4. 

My Roles

Research and create particle effects,

weapon concepts,

and implement AI pathing

Particle Effects

Each character in World of Martz has powers and a set of moves. My job was to create particle effects that corespond to a character's attack. 

Pulsing Effect
Pulsing Bluprint

Before making the particle effect I learned to create a pulsing effect using "Bluprint" provided by Unreal Engine 4. I learned how to create this effect by following a tutorial.

Dark Orb Demo

This pulsing effect was then added to the particle effect called Dark Orb. Dark Orb is one move used by Rokujow who's power is Darkness. By adding the pulsing effect to this particle you can see how it works when applied. When making this particle effect I had to add "Sphere" and "Color Over Life". Sphere would be the shape of Dark Orb, and the color purple is associated with Darkness and matches Rojujow's Long Sword. To change the particle to purple color over life was added.

Chaos Bomb Demo

Chaos Bomb is an attack used by Torke Rygat. The particle effect is similar to Dark Orb, but what is different is that I changed the colors for this particle. The particle starts as a solid black but as it pulsates the color changes to white.

Beam Effect

Before making the beam particle effect I had to create a beam material using bluprint by following a tutorial.

Dark Beam Effect
Cosmic Ray Demo

The Beam material was applied to the particle Cosmic Ray. A move used by Giddiean, the Tyrannical Ruler. I wanted the beam to start out as a solid rule color, last for a few seconds, and then fade. When making this particle effect it starts as a  "source" which is where the particle begins. Since it's a beam it needs a "target" which is where the source will land. I am able to control where the "source" and "target" will be, they are parallel to each other so that it simulates a beam. 

Dark Beam Demo

The next particle effect the beam material was added to was the move Dark Beam used by Rojujow, the Old King's Son. In the game design document of this game the move does not last as long which is why it fades so quickly.

Power Warp

The material that was added to this particle effect was the same as the orb attacks, the pulsing effect. The move Power Warp is used by Torke Rygat, the Dimensional Ruler. My main focus for this particle effect was to get the particles to move in a spiral motion. What I had to add was a vector field and change the XYZ axis into moving the particles in a spiral motion.

Meteor Strike Flame

Giddiean's powers are cosmic, and one of the moves Giddiean has is Meteor Strike. I wanted to create a fire that goes around the meteor before it lands into it's target. The material and particle was premade, but I changed the color and shape to fit the move.

Weapon Concepts

Posted below are the weapons concepts for each character. Each one reflects either their personality or power.

AI Pathing

In certain levels of World of Martz their will be roaming monster ,people, or guards. It's was my task to create a path to follow using Unreal Engine 4's Bluprint.

Path AI

I first started by opening the animations folder in Unreal and searched for a running animation model.

Path AI View point

Second I added the "Pawn Sensing" Component. With this function the AI can see, hear, and smell an object. They become aware of that object and are programmed to move to that object. you can adjust the AI's senses to your liking. 

Target Point

Lastly I give the AI a set of comands using bluprint. Move to a "Target" once achived  move to the next "Target" and repeat in a loop. If the player is in sight move to the player. Once the player is reached it goes back to moving from target to target.

AI Pathing Demo

In the video you will see how everything that was previously discussed is implemented.

bottom of page