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GAME PREVIEW

Duration: December 2022 - Present

Please note that all updated & new mechanics may not be shown in this clip. This preview is meant to show the MAJORITY of current working mechanics and will be continue to be updated frequently every few months.

AN OPEN WORLD, ONLINE MULTIPLAYER HORROR SURVIVAL GAME

In development in Unreal Engine 5.3 with Blueprint & C++ scripting, Demise is scheduled to release on Steam and Xbox Series X/S in October 2025. Demise is solo developed, has been my longest tenured project, and is my most achieved with over 2000+ wishlists. Below are clips showcasing the game's mechanics I developed.

INVENTORY SYSTEM

DRAG AND DROP

A must have in efficient inventory systems for PC, this works with the player inventory, storage, crafting stations, and more! I also ensured to make it work with a gamepad.

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CRAFTING SYSTEM

You can't have a survival game without crafting. I've developed an engram system where you can unlock things before you're able to craft, as well as craft stations like a weapons bench to make specific items.

WORLD MAP & MINI MAP

Players have a large & mini map showing exactly where they're from a coordinate system, which can hidden if the player chooses. I made the coordinates for easier navigation on Demise's custom island.

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PLAYER WINDOW

A live 3D view of your player, which showcases what tool / weapon they're holding, armor equipped, and even what emote they're actively doing!

MULTIPLAYER PREVIEW

CLIENT-SERVER BASED ONLINE MULTIPLAYER

Demise is an online client-server-based multiplayer game. Everything is accurately replicated, and the video here provides a brief glimpse of the game's multiplayer experience.

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HARVESTING SYSTEM

FOLIAGE & RESOURCES

The harvesting system I made allows players to chop down trees, destroy rocks, and harvest bushes. Players can also pick up sticks and rocks, allowing them to start from scratch. All foliage gives resources.

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ADVANCED HARVESTING MATH

The math involved in the harvesting system I've created makes it so If you have a pickaxe, you get more stone and metal from rocks compared to a hatchet. It's the opposite when it comes to trees. Iron tools always give more resources than stone.

BUILDING SYSTEM

FULL BUILDING PREVIEW

Currently, there are 60+ placeable structures in Demise. The majority are shown below, and all are unique in their own way ranging from crafting, usage, strategy of use, aesthetics, decoration, lighting, and much more. This system is a bit similar to games like Conan Exiles, ARK: Survival Evolved, and Rust.
 

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USE ARROWS ON THE LEFT AND RIGHT TO MOVE THROUGH IMAGES

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BUILDING SNAPPING

All buildable structures can snap to one another to increase building efficiency. I did this through collision boxes, actor tags, and specific traces that occur in "build mode", which is the blue / red preview you see before placing a structure down.

ADVANCED PLACEMENT CHECKS

All buildable structures have specific placement checks before actually being able to be placed down. The structure will be red if it can't be placed through my logic. It is blue when all is good to go! This is done through a blueprint structure & line traces I created.

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VIEW BUILDING INFORMATION

When running up to a structure, players can see its replicated information. This varies on the type of structure, but it can show the owner, health, demolish (if the owner views it), and if necessary, an interact option.

DEMOLISH & DESTROY BUILDINGS

All structures can also be damaged to promote raiding others bases. Gravity takes full effect if the core base of the structure is destroyed. Each tier (wood, stone, & metal) has a higher amount of health, and can only be destroyed by certain tools/weapons depending on said tier. 

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PLAYER STATS SYSTEM

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UPGRADABLE STATS

All player stats can be upgraded by 10 upon leveling up. Those stats being health, food, water, and stamina. Players level icon is shown in the top right of the player window, and players earn XP based off doing tasks like crafting, killing animals or other players, among other things.

FOOD AND WATER

To survive you must have food and water. If your hunger or water gets to low, you start losing health. You must consume food items in order to restore this stat bar. This stat can be upgraded upon leveling up, making you require to eat or drink less.

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SPRINTING AND STAMINA

Stamina is a must for a PVP based survival game. While sprinting to run at or away from something, you lose stamina. It drains food and water slightly faster, and if it gets to low you will drastically slow down the lower your bar gets. This can be upgraded as well.

WEATHER SYSTEM

PROCEDURAL CLOUDS

These beautiful hyper realistic clouds are just the start for the weather system. As they procedurally move and turn into weather like rain or snow, they are a key aspect in bringing realism to the game. 

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RAIN AND LIGHTNING

Apart of the this pack is rain and lightning that slowly forms as time goes on. Just like real life, when lightning strikes, it lights up everything you can see with the Unreal Engine's lighting capabilities.  This is my personal favorite weather mechanic.

DAY AND NIGHT CYCLE

I implemented real-time day and night cycles, with the sun and moon moving across the sky based on the games own time cycle. The cycle shown to the right has been sped up to provide a glimpse of what players can expect to experience over time.

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FOG

To enhance the realism, Demise's weather system also includes procedural fog. This brings in the horror. With the game's building system, raiding other player's bases during foggy conditions increases excitement due to the limited visibility.

SKY AURORA

To add even more beauty to Demise, a procedurally-generated aurora will occasionally appear with a rare chance.

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LEVEL DESIGN

USE ARROWS ON THE LEFT AND RIGHT TO MOVE THROUGH IMAGES

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Starting with a height map, I utilized UE's landscape and paint tools to hand-carve and sculpt every portion of this HUGE open-world map capable of rooming 100 players at once, as well as a Landscape material to have different biomes. Foliage is procedurally generated using UE's new PCG system. The water is simulated using a combination of UE's water system, the Oceanology plugin, and hours of debugging to adjust water/foam colors and weight length/height.

ARMOR MECHANIC
 

EQUIP AND DEQUIP

Players can equip and dequip armor/clothing in Demise, reducing the damage they take. This can be done by pressing the appropriate slot in your hot bar, or by simply dragging it into the appropriate armor slot. Shift clicking will be implemented in the future. Upon this, everything is replicated in both your player window and to all other players around you.

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ARMOR DURABILITY

Armor that is taking damage starts to break down. Each time the specific item is directly damaged by something, the health bar under the slot decreases. When it hits 0, it will disappear entirely, and unequip.

ADVANCED ARMOR MATH

Upon equipping armor, your durability to damage is increased depending on which armor/clothing type you equipped, reducing overall health loss in PVP. This is done entirely through a singular function in Unreal with fairly advanced mathematics. Depending on where you get hit, your armor will take more of the damage you do.

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