More System Shock 2 in Unreal Engine 5

I haven’t had much time to work on it recently, but here’s more of the weirdly playable version of System Shock 2 in Unreal Engine 5. Here is me getting all the way up to the ops deck (and then getting lost before I decided to cut the video short - it’s actually possible to all the way through the game now). Lots of spoilers in this video, obviously, for those that haven’t played the game. As before, the levels themselves are a one-click import process. Most of Dark engine’s logic, quirks and all, is implemented now (level persistence and transitions, links, traps, triggers, questvars, stats and levelling, inventory, signals/responses, PDA, hacking, etc.) but I still haven’t got around to any kid of AI yet. I haven’t bought much in the way of animation in from the original game yet, either, as I need to work out the best way to do it. I also need to pull together the separate systems and fix little bugs here and there. Annoyingly, I hadn’t realised until I started recording that I hadn’t re-imported any levels other than medsci1 with the latest importer, so they’re missing cutscenes/apparitions in this video. There are also lots of little quirks here and there that I need to iron out with a little testing. Lighting-wise, this is all still just Lumen and emissive textures. I don’t think it’ll ever not impress me how big of a step forward this is in terms of realistic lighting. No baking of lightmaps, no manually placing lighting. It’s all just emissive materials, global/indirect illumination and bounce lighting. I kind of need to figure out exactly what I’m doing with this project and where to stop. My initial goal was just to have an explorable version of the Von Braun in Unreal Engine 5, but it’s gotten a bit further than that now. I’m also thinking of doing something much more in-depth video/blog-wise in some way - let me know in the comments if that’s something you’d be interested in and what kind of stuff you’d want to see/hear about.
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