Project location: https://theaaronstory.itch.io/flod
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Featuring:
- 3D to 2D, directional pixel art, with orbital day/night cycle (in UE4)
- Keyboard + mouse controls (whilst giving it that Diablo 2 feel)
- AI enemies (with navmesh)
- Health pickups, destroyables (rocks); randomly generated around player
- Melee (fist) and ranged (spell) attack
- Placeholder animations (movement, attack, rotate)
- Scoreboard, enemy identifiers (tags on screen, with healthbars)
- Health and mana bar
- Basic boss event
- Free cursor mode (for inspection)
- Help menu
- Basic map, with no boundaries (to fall off into lava)
- Random spawn locations for enemies
- Smooth camera zoom
- Relatively bug free, solid build (as far as I can tell)
- 2 types of enemies, with varying stats
- Dynamics lighting, shadows and materials
- Somewhat efficient coding (even for visual scripting)
- custom sounds (simple), recorded/made by me (apart from the sounds of crows)
- 3d attenuation for spell-casting
- fully custom visual script (just like my other projects)
Mock-up of the final game
Some more concept art: Link
Fight. Live. Or die. Is a published, arcade-esque button smasher, horror-survival RPG, with rogue-like elements, such as perma death; made in Unreal Engine. The goal is to survive and explore as long as you can; while earning your score. It's designed to be an easy, pick-up-and-go pixel art game, hence it was created just under two days as part of a game jam, inspired by personal, real-life events, and heavily influenced by older games, such as Diablo. If you look closer, you'll find that the only thing that this game lacks, is some love and care to bloom–from this to this–as the game is quite the bare-bones at the moment, and have a lot of room and potential for growth!