In Lux Veritas
Concept: Playing with ray tracing
This project is a small 10 days game jam to play around with Unreal 5. The whole timeline covering coming up with an idea, prototyping the mechanics and build a layout to create the gameplay space.
I wanted to play with lights which was my starting point. From then, I knew the idea would require an enclosed interior space instead of creating an exterior landscape/world. It led me to chose to be in absolute darkness and to have a light source (flashlight or vision) to lit the space as core mechanic. Some objects in the world would react tot the flashlight/vision to help the progression.
After that, I wanted to create some simple key door puzzle to reinforce the exploration. The character needs to find some power objects that have energy, absorb it from them and transfer it to a receiver object. Once the transfer is done, the locked door opens allowing the player to progress.
Tutorial Video:
Layout pictures:
Play the build:
Download the build here and give it a go.
Gameplay Reinforcement:
I realise that only a flashlight wasn’t fun enough and I wanted to incorporate some sort of mental pressure. I created a battery/power drain system with a collectible that fill the gauge. The player manages when to use the flashlight/vision as collectible are placed as a limited resource.
Level mechanics:
Let it be light. Iterating with the use of the flashlight/vision, I created some lights orbs that the player needs to power up. Once they have been touched by the light, they lit the way.
I also created some disappearing and appearing walls that react to the vision to reinforce the exploration.
Simple button door
Moving platform
Jumping obstacles
Secret room
Appearing/Disappearing wall
Floor disappearing
Main Hall Exploration:
What I learned:
Understanding more ray tracing
Ray tracing reaction on hit with Blueprints
Rotating a character’s head
creating a battery system and implementing it with a UI
Creating an energy system
Blueprint communication and event dispatchers
Iterate faster with blueprint
Playing with material and timeline updates for player feedback
If I had more time I would have:
Implement sound
Add a timer in the maze with the player locked in the room
create an enemy and a power to hit flying enemies
create a third room
implement more jumping gameplay elements
Maybe have the lights on a timer and have them powering off…maybe