Overview

THK - Influencers is a team-based multiplayer FPS game highlighting popular influencers as main characters. This chapter unveils The Holy Kiengir - Dragoverse, a sci-fi/fantasy universe designed by Vendittelli Carlo.

My main contributions to the project include:

Player & AI combat - Implemented and customized combat mechanics for both playable and non-playable characters.

Customization FPS plugin - Designed and customized the gameplay mode to meet the project's requirements.

Manage project performance - Optimized game performance by adapting high-quality assets and adjusting non-game-ready assets.

Gameplay features - Developed secondary features to enhance the gaming experience beyond the core gameplay.

Game UI - Integrated a minimap from a plugin and significantly modified the pre-existing FPS plugin UI to align with the project's objectives.

My Role - Gameplay Programmer

Genre - FPS

Engine - Unreal Engine 5

Platform - PC

Team size - 2 people

Duration - 1.5 months

Player & AI combat

The game have two AI that fight each other, one for the each team and one for the defender the little difference but a list of what type of character can agro.

The current implementation is very different from the original provided from the FPS plugin because the original has an implementation aimed for other type of gameplay.

The AI of the defender faction, at the start of the match while the two player teams are "infiltrating," operates in a normal state.

During this phase, their behavior can involve patrolling the map or remaining stationary with context-specific animations.

When players are spotted and their presence is confirmed, the AI will rush to trigger an alarm, switching all defenders on the map into an alert state.

Additional defenders equipped with better gear will also appear.

In this alert state, defenders will actively pursue and attempt to eliminate all intruders, whether players or AI.

Customization FPS plugin

The FPS plugin allows for managing a large number of features and game modes. I created a new game mode based on an existing one, where the objective is to collect flags (represented by real people) scattered across the map and bring them back to the base.

I created and modified the standard navigation and menu mechanics to structure them as requested by the client.

The main change was removing the weapon class division and ensuring all registered weapons were listed, along with a feature for a future shop or package system that adds a requirement for selecting equipment.

Due to some limitations of the kit, many additional features were implemented, including interaction with items that can heal the player (not provided by the kit) and supply the player with ammo.

Additionally, secondary interactions based on targets were added, such as melee attacks to stun the flag or the food dispenser.

Conclusions

This project was intriguing; as a junior, I faced many "firsts." The biggest challenge was the large number of features and the amount of work required within the limited time available, not to mention the changes in plans due to the overly broad scope.

Since this was an amateur-managed project, I took the reins and led it to the results we have now—an interesting prototype/alpha, or however one prefers to call it. I worked long hours and dealt with issues related to assets that were not game-ready.

In conclusion, it was a tough experience that taught me how to choose a job (as if in 2024 we could afford to be picky) and assess whether you’re suited for the job or if you should challenge yourself regardless.