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Hi, I’m Tahmid, a Game Designer specialising in Technical/System design. I have an extensive background in technical scripting outside of game development and several years of experience in game development and design. 

For this project, I decided to make a post apocalyptic food delivery simulator. This would require several technical systems such as pathfinding, AI enemies, and game state management. I made the game modularly such that anyone should be able to use the tools and blueprints in the engine to prepare a new map to be used in game, or they could export the tools and use them in a different game. 

My original plan was to pick 2 random points on the map, the pickup and dropoff points, and use Dijkstra's pathfinding algorithm to show the player the quickest path to each point. However, I ran into a few challenges and ended up not being able to implement it. The first problem was mapping out the in-game road to a data structure to use the algorithm on, especially since Unreal Engine does not natively support graph data structures or anything equivalent. I made a new structure, S_Graph which contains two vectors and a length, to represent the relationship and distance between any two points, and used an array of these as a graph. 

I found a reference implementation of Dijkstra's algorithm in UE5 using blueprints, however it was on a different type of map, and since it had already been over a week I decided to leave pathfinding to the side and focus on the rest of the game. 

In the end I ended up making a new pawn and just using UE5’s in-built navmesh and AI Pathfinding functionality. I gave the pawn a blue transparent material to give it a ghosty vibe, as this would fit in with the theme of the game, and called it Ghosty. It starts wherever the player is and for 5 seconds goes towards the next pickup point, before restarting. 

This doesn’t follow the road exactly in the way that a digital map like Google Maps would, however this serves as an effective substitute. 

If I work on this project further, I could polish the Ghost Rider as it was a very late addition, so it was fairly buggy/inconsistent. I could also make it more obvious what the goal of the game is, as well as finetune the combat/health. 

However overall most of the mechanics mostly work, and there is a solid (if unclear) gameplay loop. 

Furthermore, based on feedback I received from fellow game developers, the tools were easy enough to use/figure out, and they were able to use the tools exclusively using the provided documentation. 

Credits: 

Lead Game Developer: Tahmid Khan 

Assets used: 

References

Updated 5 days ago
StatusPrototype
PlatformsWindows, Linux
Release date 30 days ago
AuthorArtemas Studios
GenreRacing, Platformer
Made withUnreal Engine
Tagsdelivery, Driving
Average sessionA few minutes
InputsKeyboard, Mouse, Xbox controller, Playstation controller, Joy-Con

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Click download now to get access to the following files:

nightshift-win-submission.zip 378 MB
Version 0.1.5
nightshift-linux.zip 541 MB
Version 0.1.6

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