Inspiration
A lot of of the inspiration for MOK was mainly from a movie titled 'Wasted' where the main characters are able to supernaturally curve bullets, except it's with a knife.. In terms of Art Direction it had to be kept simple so the low poly was the go-to option, art direction and colours were mainly inspired by SUPERHOT and a notes were taken out of their Art Book. The models were based on loose assets from several tutorials or franchises that were modified or created from scratch.
What it does
Essentially you are meant to be able to control a pair of floating hands with the use of joy-cons and motion controls to throw knives at crystal like targets, the objective of the Prototype is to beat the level at a certain time.
How we built it
We built the entire game using Unreal Engine 5's using their built-in blueprints language. The assets were made in Blender.
Challenges we ran into
*List of challenges we ran into: * -Unable to setup a repository due to project being too large. -A lot of issues with setting up software on systems such as getting Blender, Unity or Unreal Engine to work. -Unable to cooperate code-side which slowed down progress immensely. -Developing ideas took a lot of time. -Challenges with implementing a path and doing the physics/mathematical calculations to get the knife throwing mechanics.
Accomplishments that we're proud of
-The aesthetics of the game were on point, specifically a lot of merit to the knife model. -We got the joy-con controls to work and they felt fun. -Built a good/team-building spirit and workflow. -Managed to get a physics based-solution.
What we learned
-On the art side we learned how to better work with anatomy and different textures/materials, also how to setup rigging for the hand so that we could pose for different frames. -Learnt how to setup motion controls to work for the PC from the joy-cons. -Learned a lot of different skills/more effective ways to achieve a desired solution. -Learned how to isolate code and discuss each individual step with the team to make sure everyone is on track and up to date with what's going on.
What's next for MAN'O'KNIFE
-We really wanted to implement a prototype playground/training grounds to better test the mechanics. -A scoreboard to compare players' score.
- A multiplayer co-operative option through a cloud-based architecture. -Moving targets for more skill expressions -Possible skills and added left hand support.
Built With
- blender
- blueprints
- unreal-engine
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