It's hard to find work in a post-war environment. Even harder for a kid. Work as a 'Scrapper', scaling buildings and scavenging part, to sell for your mysterious 'client' alongside your 'BEPO' Bot, while surviving the tumultuous environments.
Game Pillars
• Exploration
• Mobility
• AI Companion
I wanted the main experience to be through the 'worldview' of a child, so I formed the game design mechanics and character designed around this. In the world there are crayon-drawn signs, and concept art of BEPO bot with crayon. 
Movement Mechanics
Below are some iterations of the climbing and grappling mechanics, which were done via line traces and interfaces.
The movement modes: crouching, running, walking, jumping, and sliding are physics-based and handled through a macro. To avoid overloading the page I'll keep that off her and my blueprints may be looked through by downloading GitHub files linked at the bottom of the page (be warned, I haven't refactored yet).
AI Companion
The AI bot was a headache to figure out. I went from trying to do it in the first person blueprint, to making a new player controller. There were some issues with the navmesh so I hotfixed it by teleporting the bot when it's out of bounds. The bot is controlled with a simple 'moveto' function and you can swap views by pressing '1'.
Dialogue System
I made a dialogue system which impacts the narrative. As a result of this, there are a few different endings for the demo which are affected by different character interactions. For instance, optionally you can get a flower from the florist and give it to the crying man to cheer him up. 
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