Solarpunk City
Solarpunk City
About the game
Solar punk city was made from the need for a serious game, a game that incorporated serious topics as themes, thus while my peers made games that were urgant in nature to change the world for the better, my group decided to go on a more lighthearted approach, and made a game in which everyone in a community has their designated roles and your role is to reset each of the solar panels each morning to gain the optimal energy from the sun, you need to ensure that the city maintains it energy output, you do this by shooting a energy beam at sun receptor buttons to rotate the solar panels. It could be automated but sometimes you like to do the job yourself.
This serves as my first completed game in Unreal Engine 5. Since its completion I have consulted and done freelance work because of this project.
Gameplay Loop
The game consists of you starting in the main area and working your way through the city to rotate all the solar panels to face the correct position, they will lock into place once in that position and you are able to move on.
In addition to rotating the solar panels, you have to restart the pumps in the city as a few have gotten clogged. You activate them in the same way you rotate the panels, this causes the turbines within the pumps to push out any of the extra debris and restart.
Lessons learnt during the development process.
Solar Punk city required me to learn all that I could about UE5 within a week and put that into a game and make it work. And it worked.
I learnt how to use the VFX Niagara system to make the beam itself. I learnt how UE5 works with vectors, rotations and interactions and that it was different to Unity, but that they shared enough similarities for my workflow to make a return.
Why was this project notable.
I am proud of this project for how good it looks for one done in a single week, the use of completely different systems i had very little experience with, eg: Niagara and the UE5 landscape sculptor.