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School Project
Team Exploding Apples
2021-2022
8 month dev time
Unreal Engine / C++
Gameplay Programmer / Scrum master / QA Lead

What is Child Of Lothian?

Child of Lothian just like my other project Vedelem is a third-year school project stretching the entire year to complete. Due to a certain event in 2020 my previous school year had complicated a bit which made me make the decision to redo the year.

This project's theme given by our school was to create a non-combat stealth game set in 1800 Edinburgh. The game follows Katheryn, an orphan who has lost her parents due to the witch hunt trials. She now roams the streets trying to survive while staying out of the clutches of the witch hunters who are hunting her down.

Link to store page
My Contributions:

During the course of this project I took three roles upon myself these being as a Gameplay programmer, Scrum master and QA Lead. In my previous project I took a bit of a backseat due to other issues going on so this year I wanted to pickup more responsibilities. I'll briefly talk about my contributions for each of my roles.
Gameplay:

For this projects I wanted to work with Unreals C++ systems, during my school carreer a lot of multidisciplinary projects Unreal engine had been the prefered engine of choice. This meant that I was primarly worked using Unreals blueprinting system. So for this project I wanted to focus more on learning how to use C++ in combination of Unreal engine. In result of this I created two seperate systems for design to use.

Hiding Spots
Due to our game being stealth themed there needed to be ways for the player to hide from enemies. For this I created a base class for design to use with C++. This class would be extented from and allowed design to create their own stealth conditions and custom logic for what happens when the player goes into stealth. This was for example used for hiding into tall grass which required the player to crouch before going into stealth mode.

Mantling
A second mechanic was giving the player the ability to mantle ontop of objects. At the start of the project we wanted to give the player an assassins creed like movement system to have them parkour around the level. But after a few weeks of research and prototyping we quickly realised this was way to overscoped for our development time, so we settled for just having the player be able to mantle onto edges. For this I created a component using C++ that could be added to the player that would allow them to climb onto objects marked with a climbable tag.
Scrum Master:

Another role I had for this project was as its scrum master. As it's scrum master I took lead into all things Agile such as the sprint planning, reviews, retrospectives and daily scrum. Besides leading the meetings I also worked on it's documentation creating documents detailing findings and notifying people of issues during the projects development.
QA Lead:

At last I took the role as QA lead, but due to other priorities taking over I was not able to keep this role for the entirety of the project. Mostly doing it for its first half. As the QA lead I was responsible for the dev teams quality pipeline. For this I created documentation on our style guide for both C++ and Blueprints. I also decided on our systems for Code and Blueprint reviews.