Stuck in the valley

PreflightCheck is a project were I and two other students are free to experience new things. We have freedom to explore new engines and do as we please. The basic goal is to make a game, but obviously use a clear work process to follow the progression. We chose to make a Post-Apocalyptic Openworld Survival game. The sun is deadly. You have a life-support system slowly runs out if you stay to long in the sun. You start off using only a basic starter weapon in a big valley. The goal is to survive while being surrounded by monsters and beasts that will hunt you if you don't watch your back and escape the valley you're stuck in. You can collect supplies like: ammo, weapons, food and oxygen throughout the world. 

 

Engine: Unreal Enginge

Language: Unreal Blueprints

Contributors: 3

https://github.com/schlorp/PreFlightCheck

My Contribution

This is a screenshot of the first real map I made in Unreal Engine. The theme is "post-apocalyptic desert". First I used a program called World Machine to generate a base map to use. World Machine is a procedural 3D terrain generator used by AAA, VFX and independent artists. I started in World Machine with adding a base Advanced Perlin and from that I started adding more nodes to add: erosion, color and more details. It's an easy export from there into Unreal Engine 5. In UE I add more colors using a Landscape Paint tool. Lastly adding foliage with rocks and plants. I started to add Foliage to the map using imported assets and made these into Static Mesh Foliage. From there I can easily add these with a Foliage spawner, but that didn't give me the result I wanted, so I used used the Foliage Paint Tool instead. 

I'm not an artist, but I really wanted to get to know these kind of programs to really expand my knowledge of game-making and there's a lot I want to learn. 

 

This project was cut-short due to limited time and issues with project settings/errors

World machine nodes & 3D view

Unreal Engine 5 scene of the map