Jevon Chisholm's profile

SNHU Capstone Artifact#3

ARTIFACT #3: MetalDetec

DESCRIPTION: MetalDetec is a single-player, treasure-hunting game, time-limited game. The game reaches its conclusion when the player collects the required number of treasures. The player uses a metal detector to aid them in finding the treasure. The metal detector provides auditory cues when nearing treasure. The game also assists the player by generating a soft glow around the area the treasure is located. It is set in a beach environment decorated with a large body of water, beach balls, coolers and umbrellas.

TOOL(S): Unreal Engine 4, Landscape Tool, Blueprints, Audacity.

HIGHLIGHTED SKILL(S): Game Engine Mastery, 3D Graphics, Graphic Interface Design, Complex Logic Problem Solving
Gameplay:
Play Area:
Procedural Ground:
To simulate digging, I created a procedural ground object. The object automatically populates the playable area with individual ground tiles. These tiles can be destroyed to simulate digging.
Game Objects:
I constructed the game objects with basic shapes found in the engine.

Collectable:
The game's collectible is a gold gemstone. It lies under the sand awaiting discovery. Upon being discovered, it floats above the sand before disappearing into the player's inventory.
Widgets:
Game Sounds:
I added several sound cues to aid the player in recognizing the play area as a beach. 
Footsteps SFX:
coral_island_studios. (2019, February 12). 01 footsteps sand.mp3. Freesound. Retrieved April 9, 2022, from https://freesound.org/people/Coral_Island_Studios/sounds/459449/
Digging SFX:
tanapistorius. (2016, November 3). Digging .WAV. Freesound. Retrieved April 9, 2022, from https://freesound.org/people/tanapistorius/sounds/367010/
Seagull - Ambient Noise:
Eelke. (2012, February 1). Seagulls. Freesound. Retrieved April 9, 2022, from https://freesound.org/people/Eelke/sounds/144835/
Waves - Ambient Noise:
Szegvari. (2020, August 15). Water wave beach field-recording 200815_0036.wav. Freesound. Retrieved April 9, 2022, from https://freesound.org/people/szegvari/sounds/530699/
REFLECTION: I faced the greatest challenge with this artifact. The game revolves around the digging mechanic, but I had no idea how I would develop it. I tried several methods from many sources. After some thought and research, I decided to take a simple route. I used individual destructible tiles. This solution also presented a challenge. How do I generate enough tiles to fill the level without manual input? I learned that I could procedurally instantiate each tile in the construction script. This saved me a lot of time in development. 
Before initial enhancements, the artifact was bare. The only objects in sight were the water, landscape, and play area. My goal was to decorate the level with appropriate objects to present the environment as a beach. Umbrellas, drink coolers, beach balls, and sandcastles are all about the play area. The final enhancements included ambient noise and sound effects.

SNHU Capstone Artifact#3
Published:

SNHU Capstone Artifact#3

Published:

Creative Fields