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Fading Light

Project Size
7 days, 4 people
Tools & Languages
Unreal Engine, Blueprints, GitHub
Roles
Gameplay & AI Programmer
Game & Sound Designer

Project Summary

Keep your light alive as you explore the dark forest looking for a way out. Escaping ends up being harder than you first expected, requiring multiple items scattered around the environment guarded by shades.

Our main goal was to create a hyperrealistic game, while exploring the latest UE5 technology: Lumen and Nanite. Featuring realtime global illumination that is key to the gameplay loop and AI interacting with these lighting conditions.

My Contribution

  • Torch mechanic
  • Patrolling shade AI
  • Immersive Sound System
  • Interactables
  • Player feedback
  • Gameplay Testing
  • VFX

Implementation

Note: all gameplay logic is written using Blueprints.

Torch

The core mechanic is the torch: which is attached to a socket on the player's hand. The torch light decreases over time as you move away from safezones, running out of light causes the player to die. The further you move, the faster your light dims.

Upon entering a safezone, light will be drained from the campfire and refilled into the torch decreasing the campfire safezone radius. A decal is projected on the ground to display remaining light.
fadinglight torch

Interactables

Using a custom trace channel, the player can interact with items and objects in range. These have some default values and events which made it easy to implement different variations, such as the bridge and item pickups.

All items are kept track off through the GameState, making it simple for the rest of the gameplay to communicate with them if needed.
fadinglight interactables

Roaming Shade AI

Since the gameplay lacked some tension I decided to add an AI using behavior tree and blackboard. This AI has a few behaviors:
  • Patrol the area using target points
  • Alert and chase player
  • Flee when attacked by player

To navigate the world, a navmesh is used in combination with the built in A* pathfinding.
fadinglight AI

Credits

Environment Assets by Quixel Megascans
Character by BlendTek
Animations from Mixamo
Music by Myuu
Sounds from Zapsplat
Fire VFX by FX Cat UA
Footstep VFX by Sidearm Studios

Special thanks to my friends for helping out: Enzo Mannaert, Thomas Vansteelandt & Isaac Sauer