Skip to main content

I'm Returning to Video Game Work

 Hello. C J here. The card game Quantum is planned for the next ten years or so and it’s just a matter of typing and art from now on. My chocolate recipe works and I know what I’m doing with it next. Heart and Fur is out and that’s the last product I have done that needs to be released. This means I can start something new. Or, rather, I can return to something old. I still haven’t finished either of my two current video game projects.

To catch everyone up, I’m an author and also a video game coder, script writer, level designer, character modeller and voice actor. I use only Blueprints and the Unreal Engine but I’m good at both thanks to three straight years of research. I’m working on a massive video game project still that predates the Astral setting and all of my other games. The trilogy I’m still planning out is composed of three games, Allegro, Absolute and Ancestral. These will require the entire Astral setting and most of the crafting recipes being done in card format first so I can’t work on them yet. See the Hearthfire Design Document in the Downloads section for my plans for the crafting engine.

That leaves me with two options. My first thought was to resume work on my hack and slash set in the setting’s Hell, Duskbringer. This also requires the Eternal Torment Expansion for Quantum being done first. That’s not happening for a few years yet so Duskbringer isn’t an option either. There’s one left, Glaive. Glaive is set in the Quantum Era 40,000 years before the Astral Age begins. 40,000 years is a lot of time and the Quantum Era has no continuity or common characters shared with the Astral Age except for the gods. They’ve even colonized different planets in that time.

This sounds good. I get to make things up and have them work. I needed a break from video game code but now it sounds like a nice project. Glaive is the name of the main character. He’s a tall, intelligent but talkative Silver Dragon draconian who owns a ship named the Lance and is also a skilled weapon conjuring wizard. I thought I’d continue my work making the Niurn setting region and make the first act of the game set in Niurn with its mythic Norse theme.

The game will be for Android. I’ve looked into this and the movement and camera controls come packaged into the Unreal Engine for Android by default. The Blueprints I have planned for AI won’t be hard either. Make melee combatants run towards the main character and when they detect they’ve collided with him have them do an attack loop. It will be a loop as they’ll have more than one attack. Ranged combatants will stand still and shoot if they can see the main character. Bosses have the same options but also arena-filling special moves with voice lines set on cooldowns.

The level maps are what I’ve been practising doing in Minecraft for a couple years. Everything from the grass to the mountain ranges to the houses will be made of six by eight metre rectangles. Minecraft was a good test run of this. I can use the starter materials for grass, brick, wood, metal and stone as well as the starter shapes for the actual objects. There’s lighting code in the starter content that I can change the look of by copying it and pasting it into a new item and then just sticking is on walls. I can make and then save furniture and doors out of the starter shapes and materials combined together.

For the characters including Glaive I can make armour and heads section by section with the same materials and use the Attack Actor to Component to stick the pieces onto the generic starter character. This means I don’t have to redo any of the controls or animations that allow the generic character to run or jump. If I play an animation that isn’t in the starter animation setup I can use a Blueprint called Resume Animation Graph to make the character resume walking again. I can also duplicate and recolour the starter content endless numbers of times in case I need a unique leaf, flower, or metal type.

For combat Glaive is a weapon conjuring wizard. We have four combat buttons just like an old console game. They are jump, shoot, fast attack, slow attack. The character can call and dismiss weapons as needed so I can use Attach Actor to Component again to swap those mid attack or combat sequence. The animations are from the Paragon Hero Kwang. I’m debating how much crafting I want. The game will be free at least to start. Now I need to go double check my notes and get to work on the script. Here’s some art of our main character and his signature weapons.



C J Mcpherson

Comments

Popular posts from this blog

Announcing Legend - Quantum

 Hello. C J here. I'm announcing today the official tabletop RPG companion to my upcoming video game line Quantum Dragon. The tabletop RPG companion is named Legend - Quantum. I finally get to write something in the Legend series again. I am very happy about this. The Legend series other than this one is done and will be out once its proofread, which may be a while from now. Reliably this series is the best work I've ever done on anything. I'm planning on writing setting and character sourcebooks for the whole game line as well but for now I'm working on the core book for the video game crossover. There's a free in-development copy in the Downloads page now. Have fun. C J Mcpherson

Minecraft Experiments - Steampunk Part One

 Hello. C J here. It's time for more Minecraft. This time we have some steampunk themed buildings. I'm doing these mostly as an experiment and they aren't in the part of the Astral I usually build, Ascala. Ascala needs more planning so I'm doing generic Astral themes instead of a specific nation this time. Remember that lighthouse form earlier? Well we're going in its direction this time. But first a long minecart ride from the underground station. And here we are in Port Stone. You'll notice the style of building is different. That's because it's a different part of the setting were building here. Here on the surface we have a boat waiting for us. We have a long voyage ahead of us. They've implemented some beautiful coral reefs in one of the previous updates. Believe it or not I've been playing Minecraft since before there were horses in it. Minecraft is still good. And here we are, at the new steampunk build site in the middle of an ocean. We h...

My New Favourite Video Game Part Two

 Hello. C J here. I’m just going to continue discussing the video games I’m playing for a while. I’m planning out another batch of Minecraft builds while I play Pokemon Mystery Dungeon Red Rescue Team. It’s kind of weird that these are job activities for me but they are. The Minecraft builds need to be done so I can learn some more things about level design. The Pokemon game is what I’m doing for fun. At least it was. Pokemon make great inspiration for the work I do and the stories I write. I’m now having to make more time for it. Most of the characters in my setting are inspired by the Pokemon games. Our main characters Ivy, Blue, William and Benjamin are all based on some of the Pokemon in the first three generations. Ivy is specifically a fictitious all black Pokemon. Blue is an all blue togepi, William is a persian and Benjamin is a tauros without the horns. I’m going to get back to drawing humanoid versions of the first three generations eventually. These to my knowledge count...