“A little Eggventure” | 3D-Game
Overview
"A Little Eggventure" is a third-person puzzle game developed during my 4th semester. Players control a mother dinosaur exploring a closed coastal environment to complete various tasks in order to retrieve her stolen eggs.
Project & Team Breakdown
Key Technical Contributions (Unreal Engine 5)
Puzzle Concept & Systems Design Designed four distinct puzzle mechanics: three linked directly to egg retrieval and one serving as an environmental pathing block.
"A Little Eggventure" is a third-person puzzle game developed during my 4th semester. Players control a mother dinosaur exploring a closed coastal environment to complete various tasks in order to retrieve her stolen eggs.
Project & Team Breakdown
- Project Type: University Group Project (3 Members)
- My Role: Game Logic, UE5 Blueprints & UI Implementation
- Team Roles:
- Insa L.: Character Modeling, Texturing & Animation, UI Design
- Nele F.: Environment Design (using Kenney Asset Packs) & Level Building
- Dorothee B.: Technical Gameplay & UI Implementation
Key Technical Contributions (Unreal Engine 5)
Puzzle Concept & Systems Design Designed four distinct puzzle mechanics: three linked directly to egg retrieval and one serving as an environmental pathing block.
- Quest & Collection System (Blue Egg):
- Programmed a quest-triggering system at a central stone circle that activates a custom hand-drawn UI widget.
- Created a modular Master Collectible Blueprint with child variants for food items.
- Implemented collection logic combining collision boxes with Line Tracing to ensure items can only be picked up when looking at them during an active quest.
- Created a Key Prompt that shows up upon entering the outer collision box.
- Physics & Environmental Puzzles (Yellow & Pink Eggs):
- Button-Door Logic: Built an interaction trigger opening a cave entrance to reveal the hidden egg.
- Item Carrying Mechanics: Designed a log-pickup system attaching meshes directly to the character’s hands, restricting pickup to one item at a time.
- Dynamic Mesh Updates: Collected logs have to be brought to a log pile. I programmed the log pile to visually swap static meshes based on current item count (1, 3, or 5 logs) paired with a dynamic floating counter showing how many logs are missing.
- World Interaction Block:
- Created a log-pushing mechanic where players move a heavy tree trunk into a river to enter a blocked area.