Keyfacts:
Engine: Unreal Engine 5
Platform: PC (Windows)
Controls: VR
Genre: Open world adventure
Perspective: First person / VR
Setting: Fantasy
Style: Semi realism
About the Game:
Set in a fantastic world infused with magical powers, players are invited to explore the strange landscape. Walking or magically teleporting across the scenery, they will traverse different biomes, forest, mountain, desert, lake and even a temple.
As they encounter strange creatures, their goal is to feed and befriend them, softening them up for collection. Through the various biomes, among the shy or friendly creatures, a hostile entity awaits, ready to attack the player. Dodging attacks and casting their own attack spells, they must defeat the enemy or it will follow them.
If successful and collecting one of each creature, players are rewarded with a flight sequence across the map.





My tasks:
AI behavior:
As the world was inhabited by four different creatures, three peaceful and one hostile, they need to behave according to their environment. The normal behavior of the peaceful creatures is to roam the area of their biome and react to perceived unfamiliar characters. If their perception check returns a known figure, they ignore it; if it returns a new but friendly figure, they look at it, add it to their internal list of known figures, and continued their previous action. If it recognizes an enemy – such as a hostile creature or the player who hasn’t yet fed it – it will flee in the opposite direction until it has covered a certain distance.

Player movement:
Players have several options for moving around Antilia:
-Locomotion Walk & Sprint
Use the left joystick to walk at a normal speed.
Pressing the left back button would increase their speed.
-Teleport:
For longer distances, players can use the right joystick to set a teleportation point and be transported immediately.
UI implementation:
After collecting the magic bracelet in the temple, players will be able to check their stats: Hunger, Thirst, Mana, Health. They can also pause the game, view settings or quit.
The display shows when the player is actively facing the bracelet, so to speak, when the headset and controller are within a certain angle to each other.
With the right controller, they can interact with the UI displayed.



Inventory:
Various types of food were scattered around the landscape that can be grabbed with both hands. As the creatures will only become friendly to the player after being fed, an inventory was required. Pressing the X button activates the inventory, which consists of three magic orbs that hold items. To store an item, the player has to grab the object and overlap it with an empty orb. When they let go, the orb holds onto the item – and release it when players pick it up again.
Day Night Cycle:
For a more vibrant environment, the sun and skybox move through a day/night cycle of approximately 20 minutes during the day and 5 minutes during the night. The changing light gives the three biomes (forest, mountain, desert) a more vibrant atmosphere, while the visual passage of time deepens immersion.
Changed plans:
Creature behavior:
Besides the default behavior, creatures should have been able to lay down and rest, join small packs, or follow the player to show interest. The enemy creature should have been given a more complex attack/evasion pattern to make the one-on-one combat more interesting.
Survival elements:
As depicted in the stati, players would have had to watch out for hunger and thirst as well as mana and health. The need to manage these needs properly would have added to the length of the game, with tasks such as gathering and preparing food or finding clean water.
Story:
As the player is simply dropped into the landscape, stones with story elements would have explained the lore of the world, how it came to be, and what the tasks were in a more immersive way.
