Pitch, Research & Pre Production
Pitch
Primary Research – Focus Group – 4 People
This is the second focus group done for this idea. The previous focus group was documented here. Previously this idea had two people working on it, me as programmer and Brendan as 3D artist. Brendan has decided to work on a different project for the year 2 FMP so I sat down with some people and discussed which parts of the project will be focused on for my FMP.
For this FMP I’m going to focus on getting the mechanics of the axe working. This includes the fire, ice, earth and wind powers as well as the targeted throwing and recalling of the axe. Features including one-way openable doors with correct handle mechanics, teleporting between levels and the hub world will not be created unless there is time. Some basic form of a hub world maybe created to allow for testing of mechanics. Smooth movement and rotation will still be included in the game but those where programmed in the last project. Though the rotation does need some work as it is slow. Also the genre of the game was talked about and we felt that it was more of an action-adventure, like God of War or Tomb Raider, then a pure adventure game plus this also for more interesting game mechanics with the axe.
Primary Research – Game Analysis – Tomb Raider Survivor Trilogy
The Tomb Raider Survivor Trilogy is a action-adventure video game trilogy consisting of Tomb Raider (2013), Rise of the Tomb Raider and Shadow of the Tomb Raider. I have played all three game and enjoyed the different mechanics involved in traversal and puzzle solving. Throughout the game they slowly introduce new mechanics to you to use in both traversal and puzzle solving which keeps the gameplay fresh and exciting which is something I would like to carry over into my game. One of the first mechanics that they introduce into the game is using fire to burn down barricades which is something that I would and have already talked about including in my game. One of the tools that they introduce that has the most versatility is rope. You can use rope with your bow to shoot rope arrows which can be use to pull things, set up zip lines or connect two mechanical devices together so they interact with each other. You can also use the rope with your climbing axe to allow you to repel down cliffs and you can use it like a grappling hook to swing between platforms. These mechanics add many different ways traverse the world and solve puzzles which keeps the games interesting and engaging. For my game I would like to introduce a mechanic like the rope. It could be linked with the element of nature and be vines rather than rope to keep with the theme of power.
In the trilogy they had skills trees and crafting to improve your weapons in combat. Both of these features work perfectly fine but I personal felt they weren’t required. I feel like the trilogy would be equally if not better if they didn’t have the skill trees and crafting. It just added a level of complication that I felt wasn’t needed. So skills trees and crafting aren’t things I will be adding into my game.
Primary Research – Previous Work – VR Smooth Rotation

I looked back at previous work to help me figure out how to get smooth rotation working in my VR project. I looked at Project Anaximander which is a third person RPG game that I made in the first year. Looking through the code for the player character helped me to figure out how to get smooth rotation working in my VR project. I now have smooth rotation working better than I had it working before as it is now quicker and less snappy.
Secondary Research – Driffle Article – What Are Action-Adventure Games?

This article defined what was important in a action-adventure game, having balance between action and adventure. Action being the combat and adventure being the exploration and puzzle solving. What this article made me realise is that I focused too much on the puzzle solving when thinking about the mechanics of the axe. All the powers of the axe have a role in puzzle solving but I haven’t yet implemented them into combat which is something I need to think about. As the action is just as important as the adventure.
Secondary Research – IGN Review – Tomb Raider (2013)

This article talks about Tomb Raider (2013) and what they felt worked well and what didn’t. What I found helpful in this review is them talking about the importance of having variance in combat and puzzle solving to keep the game interesting. This is something they thought Tomb Raider did well by introducing you to new mechanics slowly throughout the game. This kept the gameplay interesting and varied but also made it easier to learn many mechanics. This is something I want to implement into my game, introducing game mechanics slowly throughout the game.
Secondary Research – IGN Review – God of War (2018)

This article reviews God of War (2018). Throughout the review they do talk highly of the story of the game but story isn’t something that I have or will be focusing on for the FMP as I want to focus on programming and game mechanics. Just as in the Tomb Raider (2013) review above they talk about the importance of keeping variance in game mechanics to keep them interesting and engaging. But it also talks about keeping the mechanics realistic, to a degree, and satisfying to make them enjoyable. They talk about out satisfying throwing and recalling the axe was in God of War. They enjoyed the fact it took longer to recall if you had thrown it further and the vibration in the controller when Kratos catches it was a nice touch. I will try integrate these features into my axe throwing and recalling mechanic.
Secondary Research – YouTube Video – Elements in Video Games

This video talks about elements and how they are used in video game. It talks about how the elements are used in the same way in every game and that it’s not necessarily a bad thing. Because the elements are so consistent game developers don’t have to give a tutorial on how each element works you will just instinctively know. This was helpful to me as I will be using elements in my game and this has shown me that it’s okay to lean into the standard stereotypes as it will be what players expect and if I differ from those stereotypes it could confuse players.
Secondary Research – YouTube Video – Video Game Clones

This video talks about the importance of clones and how clones can be successful. It talks about how clones help genre evolve and change to keep them alive. It also talks about the importance of clones honouring what has been done before by having key feature that are expected but also include changes to the usual that make the game feel new and interesting and not feel like a clone. This video was helpful to me as I’m creating a game the take from (clones) Tomb Raider and God of War. It’s important that the game doesn’t just feel like a clone but has something different to bring to the table.
Secondary Research – YouTube Tutorial – Setting Up Smooth Locomotion

This video showed me how to get smooth locomotion working with sprinting and jumping. The video was very helpful as I had spent a lot of time trying to figure out how to get smooth movement working correctly and without any problems. The only thing that I would improve about the video is that it doesn’t show you how to get smooth rotation working which would have been helpful. Apart from that the video is very good. It went through everything you need to set up smooth locomotion step by step.
Secondary Research – YouTube Tutorial – Leviathan Axe Throw

This tutorial shows you how to get the Leviathan axe working in a third person flat screen game in Unreal Engine with throwing and recalling. I was hoping to use the principals from this video to help me with my own work but instead it highlighted some problems that I’ll have. With the throwing for this tutorial they can just give it an impulse in a direction to throw it but for my VR project I have to work with the forces already applied onto the axe by the player when they throw. I don’t just have a button press the player actually throws the axe which makes the forces a bit different. The other problem is that with the recalling they disable player movement, have the axe fly towards the camera and swap the axes back when it ‘hits’ the player which works because you can hide stuff behind the player character. I can’t do that because mine is first person VR and another thing I realised is what ever I do for recalling has to account for the fact the player can move where there hand is. Though this video was directly helpful with showing me how to get throwing and recalling working it did highlight some potential issues I might have which was very helpful. It could be better by being made for first person VR that would have been really helpful.
Secondary Research – Reddit – Auto Aim Throwing for UE VR

This Reddit post is someone showing of their auto aim for VR in Unreal Engine. I liked the way that the system worked and looked in their clip so I decided I wanted to copy it for my project. Helpfully they left a comment with a rough guide line of how they achieved this. This helped me get started and create a system that worked. I would have preferred maybe a little more information to help me but I did appreciate the vagueness. It allowed me to figure things out on my own and I felt like I learnt more than if I were to just follow a step by step tutorial that holds your hand.
Secondary Research – Unreal Engine Forums – Suggest Projectile Velocity

This was very helpful as I had been searching through many Reddit post and Unreal Engine Forum post that had Suggest Projectile Velocity working perfectly fine with Launch Speed set at around 200-300 which didn’t work for me but I didn’t know that was the problem. I assumed it was something else and had spent a lot of time trying to find a fix until I found this post where they suggest ramping up Launch Speed to around 4500. This worked immediately which helped a lot with getting auto aim throwing working.
Secondary Research – Unreal Engine Documentation – Material Instances

This is Unreal Engine documentation about how material instances work. This was really helpful as it explained exactly what I needed and I got material instances working in my project very quickly with the help of the documentation. This was exactly what I needed. The only problem I have is I wish all UE documentation was like this. A lot of UE documentation is very lacking and not helpful which means you have to find other sources to understand how features work in UE.
Preproduction – Key Game Mechanics
The key game mechanics for my game will be: targeted throwing and recalling, a fire ability for burning down barricades, an ice ability for freezing machines, an ground ability for building walls and platforms, a wind ability for creating wind and a nature ability for grappling, swinging and connecting machines. The movement and rotation will be smooth and you will be able to holster your axe.
- Smooth movement and rotation
- Holstering weapons/tools
- Targeted throwing and recalling
- Fire power
- Ice power
- Ground power
- Wind power
- Nature power
Bibliography
Nathaniel, S. (2024). What Are Action-Adventure Games? | Driffle. [online] Driffle. Available at: https://driffle.com/blog/what-are-action-adventure-games/ [Accessed 13 Mar. 2025].
MacDonald, K. (2021). Tomb Raider Review. [online] IGN. Available at: https://www.ign.com/articles/2013/02/25/tomb-raider-review-2 [Accessed 13 Mar. 2025].
Dornbush, J. (2018). God of War Review – IGN. [online] www.ign.com. Available at: https://www.ign.com/articles/2018/04/12/god-of-war-review [Accessed 13 Mar. 2025].
Adam Millard – The Architect of Games (2024). Videogames Will Never Escape The Elements (and neither will you). [online] YouTube. Available at: https://www.youtube.com/watch?v=yzSzJqAAyxg [Accessed 1 May 2025].
Adam Millard – The Architect of Games (2023). Clones Aren’t Killing Gaming – They’re Saving It. [online] YouTube. Available at: https://www.youtube.com/watch?v=k7yTp25cpdc [Accessed 1 May 2025].
GDXR (2023). Setting Up Smooth Locomotion VR Using Unreal Engine 5.1+ Using The Enhanced Input System. [online] YouTube. Available at: https://www.youtube.com/watch?v=pUlpXN9jzNI [Accessed 26 Mar. 2025].
Project ParthAnon (2021). Quick & Easy Unreal Engine God of War Leviathan Axe Throw Tutorial. [online] YouTube. Available at: https://www.youtube.com/watch?v=OoA7KNfA80k [Accessed 23 Apr. 2025].
peterfrance (2021). Reddit – The heart of the internet. [online] Reddit.com. Available at: https://www.reddit.com/r/unrealengine/comments/12kienb/figured_out_throwing_autoaim_for_vr/ [Accessed 27 Apr. 2025].
Osok (2016). Suggest Projectile Velocity Returning False. [online] Epic Developer Community Forums. Available at: https://forums.unrealengine.com/t/suggest-projectile-velocity-returning-false/63823 [Accessed 23 Apr. 2025].
Epic Games (2024). Creating and Using Material Instances in Unreal Engine | Unreal Engine 5.5 Documentation | Epic Developer Community. [online] Epic Games Developer. Available at: https://dev.epicgames.com/documentation/en-us/unreal-engine/creating-and-using-material-instances-in-unreal-engine [Accessed 7 May 2025].
