Aragon: Hell’s Asylum, is a Third Person Shooter that blends puzzle platforming with RPG mechanics.
Engine
Unreal 4.25
Genre
Third Person Shooter
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Aragon: Hell’s Asylum was my first personal project outside of my classes at Full Sail. Breaking away from using Unity, I wanted the opportunity to create without restriction and experiment without risking a failing grade. Initially, it was supposed to be a simple shooter taking inspiration from the games I was playing at the time, but it took on an identity of its own the more I learned.
What I’ve accomplished:
1.
Experiment with Blueprint and C++
As much as I could, I wanted to avoid pure copy and pasting of code and try to build up mechanics on my own. That was easier said than done. But after following enough examples, I was able to create shooting logic, basic AI behavior as well as powers that allows the player to change the world around them. Whether it be slowing down time, create a projectile that would drain an enemy’s health to give back to them or allowing the player to heal themselves in the event of a sticky situation. I could point to my BP nodes and say, “I did that on my own.”.
2.
Create my own levels
With this being a completely solo project, I had the opportunity to say what is and isn’t within the game. I set out to create as much as I could on my own. And while it’s not great, at least I was learning.
3.
Create my own workflow
With all of this experimenting, I established my own procedure for handling new assets, integrating them and debugging them. My methodology would come with me to every project I worked on in the future. It would and has changed over time, and it has served me well.
