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MentalHealthGame2024 - Heart O' Nightmare

A Slavic-inspired action roguelike where players draw spells to fight fear, heal minds, and uncover lost memories. Developed with Unreal Engine 5

Visit FABLESMITHS.COM for more details →


1. Overview

Heart O’ Nightmare is an isometric action-roguelike built in Unreal Engine 5, blending gesture-based spellcasting, Slavic folklore, and psychological storytelling.
Players explore surreal mindscapes where they must confront emotional trauma, face mythical entities, and rediscover fragments of forgotten memories.

Created for the Safe in Our World Game Jam (2024), the game explores mental health through myth, play, and creative empathy.


2. Gameplay Features

2.1 Gesture-Based Spellcasting

  • Implements a custom spell recognition system using the $P Point-Cloud Recognizer (ported from C# to C++).
  • Players draw magical runes to cast spells directly on-screen.
  • Each spell represents emotional states—Light, Fire, Restoration, or Summoning—and evolves as players heal inner worlds.

2.2 Enemy AI and Combat

  • Designed with Behavior Trees and EQS systems for adaptive and reactive enemies.
  • Each enemy symbolizes psychological fears or myths from Slavic folklore.
  • AI dynamically reacts to player tactics, spell types, and proximity.

2.3 Narrative and Dialogue System

  • Built using DataTables and condition-based branching.
  • Each dialogue node contains: Speaker, Emotion, Line, Special Event, and Visual Cue.
  • Player choices influence story tone, NPC relationships, and memory restoration progress.

3. World Design

Players journey through six handcrafted dream biomes:

  1. The Playroom – Childhood innocence fractured; unlocks the Light spell.
  2. The Halls of Memories – Shadows of grief; overcome the Moroi and unlock a cleansing spell.
  3. The Mirror Room – Confrontation with self-image; gain a reflection or deflection ability.
  4. The Abandoned Nursery – Puppet control and manipulation; earn the Puppeteer spell.
  5. The Garden of Shadows – Judgment and abandonment; environmental control and defense spells.
  6. Domovoi’s Den – The final realm of acceptance and closure; merge magic and memory to heal the mind.

Each biome reflects a stage of mental recovery and emotional growth.


4. Technology Stack

Tool / Engine Purpose
Unreal Engine 5 Core engine and rendering
C++ / Blueprints Game logic, gesture system, and modular design
$P Point-Cloud Recognizer Custom gesture-based spell input
Behavior Trees & EQS Enemy AI, environmental awareness
DataTables (CSV) Dialogue, quest, and branching logic
FMOD Studio Dynamic sound and adaptive ambient layers
Blender / Substance Painter Character and environment assets
Figma / Photoshop UI and spellbook interface design

5. Design Philosophy

“We don’t just build worlds, we forge fables.”

Every mechanic in Heart O’ Nightmare reflects a psychological process:

  • Combat mirrors the struggle to control inner fears.
  • Spells represent self-discovery and emotional resilience.
  • Death loops emphasize learning and personal growth through repetition.

The player’s progress is both mechanical and emotional—each encounter reshaping how they perceive themselves and the world.


6. Development Team

Role Name Contribution
Game Director / Programmer / Web Developer Han Core systems, spell recognition AI, dialogue system, fabesmiths studio website
Game Developer Shubhodeep Enemy AI and Boss Fight Mechanism
3D Artist & Animator Valerie Character and prop design, animation
UI / 2D Artist Nicole Interface design, spellbook art
Narrative Designer Emily Story, dialogue structure, and pacing
Sound Designer Anna Score, combat FX, ambient layers

7. Project Links


“Every story begins with a spark, we forge the flame.”

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Safe In Our World's Mental Health Game Jam 2024

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