You are the dreamwalker. 3 Dreamers are trapped in prisons of their own mind. You must journey into each dream and awaken the dreamer from their dream. Explore 3 mysterious dreamworks. Meet and talk to dreamfolk. Solve puzzles.
Static Meshes should conform to the format: SM_[GROUP][ASSET]_[MODIFIER]_[NUMBER]
- GROUP: use a group prefix for assets that are visual related.
- example:
SM_TempleBrick
,SM_TemplePillar
- example:
- ASSET: what the mesh is (should be a noun). Use full names, NOT abbreviations; it should be reasonable easy to search for the name of the mesh without needing to know it's exact folder location
- MODIFIER: if there are alternate version of a mesh, modifier to differentiate between them. (should be adjective)
- example:
SM_TemplePillar_Damaged
- example:
- NUMBER: if there are multiple versions of the same thing, number them
- example:
SM_TemplePillar_Damaged_1
,SM_TemplePillar_Damaged_2
Examples: SM_Pillar_Damaged_1
, SM_TempleBrick
, SM_TempleBrick_Large
Material Instances should conform to the format: MI_[STYLE]_[ASSET]_[MODIFIER]
- Style: used when a mesh has several different skins. example: Temple of Father vs Temple of The Mother -
MI_ToF_TempleBrick
,MI_ToM_TempleBrick
- Asset: should refer to the specific static mesh (if the MI is specific to a mesh, i.e. not triplanar/tiled)
- Modifier: if there are multiple versions, for example mossy or non-mossy.
MI_ToF_TempleBrick_Mossy
Textures should conform to the format T_[ASSET]_[MODIFIER]_[USEAGE]
- ASSET: if this texture is specific to a mesh, the name should match the name of the mesh. Otherwise it should describe the texture
- MODIFIER: use if there are alternate versions of a texture
- USEAGE: what is the material usage of this texture. i.e. Color, Normal, ARM, ARD, ARDF, ARMF
- Github Setup - Getting Started: how to get the project on your computer, share (push) your changes, and recieve (pull) other's changes
- PCG Spline Basics: how to use unreal splines to drive PCG tools
- PCG Spline Generation Panel: using the spline generation panel to create geometrically perfect spline shapes like circles, arcs, rectangles, ect.
- Material Instances & Decals: how to setup material instances
- Tripping Effect on Material Instances and Decals: how to customize the tripping spore visual effect on material instances, and how to setup and use decal materials
Controls | Keyboard | Controller |
---|---|---|
Move | WASD | LS |
Look | Mouse | RS |
Jump | Space | A |
Interact | E | B |
Sprint | Shift | LS (press) |
Drop | G | Y |
Crouch | C | X |
Toggle Camera | Tab | RS (press) |