Based on the lessons I learned from my honours project, I have been creating plans for a new horror game. The simple goal is to do more of the things that worked: robust sound design, breakdown of self and repetitive compulsion. All while improving what was lacking, like the feedback to the player and the cumbersome and hard-to-adjust AI.
I’ve realised this project would be a good chance to learn the new features of Unreal Engine 5. So for the last week, I’ve been getting to grips with Quixel bridge, megascans and nanite to create the building blocks of the environment for my new game. The results can be seen in the screenshots in this post. Honestly, it’s almost unfair how good megascan assets look and nanite, which dynamically adjusts the number of polygons on models, has been really easy to set up.
What is this new game going to be about, you may ask? Well, good question. Currently, I plan to use the same core mechanics of Picnic. Have the player collect randomly distributed goals – though this time, I will add story context – all while being hunted by something.
The game’s aesthetic is heavily inspired by the film Annihilation, the short film Irradiation and the STALKER game series. I plan to set the game in a post-apocalypse setting where some weird cosmic anomalies and shenanigans are occurring.