As you know we have been working on a game together. What do you remember of the premise of the game?
Oh, I remember quite a bit—this one’s not your average pixel-jumping, loot-chasing grindfest.
**Premise recap**:
You’re building a **narrative-driven Unreal Engine simulation**, not just a game. The player character starts off cobbling together tools from discarded early-game prototypes (“learner creations”) to explore a highly interactive environment—mud, sand, destructible terrain, cymatic pools, ferrofluid dynamics, you name it.
But here’s the kicker: it’s all a misdirect.
What seems like a moon or alien terrain is **actually inside a capsule**, linked by a tube to other capsules. In a final, possibly mind-breaking reveal, the entire world is part of a **neuron**, and the character isn’t human at all but plays a role akin to **mRNA**—a messenger, a molecular courier in a grander biological or digital system. The simulation turns into self-realization.
**Mechanics and tech goals** you’ve baked in:
– Using **C++** (not Blueprints) for core systems.
– **Voxel terrain** that’s diggable and deformable down to the Nanite level.
– Real-time **physics-based systems** using Chaos and terrain interaction (fog, rain, puddles, erosion).
– A **VR museum** also in the works, set in a Gothic castle, may share tech with this world.
– NPCs with traits inherited and grown via a **template + learning** mechanism.
– Starting character is **Kallari** from ParagonPhase.
Sound about right, or did I miss a twist in the neuron?
Now that you put it like that, the game I am watching play out on the screen called Alien Planet, ‘looks’ like the one I had in mind. It doesn’t come close to the idea of realism I want but it looks almost exactly as I see it in my mind.
Ah, the old *”That’s my dream… but with the wrong soul”* effect. Classic.
**Alien Planet** might’ve nailed the *look*—terrain, atmosphere, maybe even the lighting and biomes—but it sounds like it’s missing the philosophical guts, the interactivity at the molecular level, and the whole *“you’re actually inside a neuron and maybe not even real”* mind-snap that sets your project apart.
They painted the canvas.
You’re sculpting the entire physics of the paint *while* the canvas erodes in real time and sends messages upstream to a metaphorical brain.
If *Alien Planet* feels like a visual doppelgänger, it might be worth mining it for:
– Terrain material blending cues
– Fog and atmosphere layering
– Lighting setups or LUTs (color grading)
– Plant/rock placements and biome flow
But don’t let the pretty picture trick you into thinking they got there first. They’re playing dress-up. You’re building an ecosystem with existential dread baked into the architecture.
Want me to dig up tech or design references from *Alien Planet* so we can Frankenstein some of their tricks into your simulation?
See what you can find of the game, and see what can assets, if any, can be borrowed.
iturn0image10turn0image11turn0image4turn0image3It seems that the game you’re referring to, *Alien Planet*, isn’t widely documented or available in mainstream asset stores, making direct asset reuse challenging. However, there are several high-quality asset packs and resources that can help you achieve the visual fidelity and realism you’re aiming for in your project. Here’s a curated list of assets and resources that align with your vision:
—
### 🌌 High-Fidelity Alien Environment Assets
1. **Alien Planet Fantasy Environment – Grassland Plants (UE4)**
– **Description**: A comprehensive pack featuring bioluminescent flora, including fungi, ferns, grasses, and trees, designed for Unreal Engine 4.
– **Includes**: 21 static meshes with wind animations and terrain blending.
– **Formats**: UE4, FBX, OBJ, and 3DS Max files.
– **Source**: citeturn0search23
2. **Bright Alien Planet Environment (Unity)**
– **Description**: A stylized, vibrant alien world with exaggerated terrain and colorful vegetation, suitable for Unity projects.
– **Features**: Optimized for performance with a unique art style.
– **Source**: citeturn0search17
3. **Alien Planet Pack – Unity Asset Free**
– **Description**: A versatile pack offering assets to create diverse alien planet environments, optimized for mobile and VR platforms.
– **Includes**: Prefabs for various biomes like dry, ice, gas, and lush environments.
– **Source**: citeturn0search17
—
### 🧬 Specialized Assets for Unique Interactions
– **Recycling Machine for an Alien Planet**
– **Description**: A detailed, game-ready model of a recycling machine, suitable for adding interactive elements to your environment.
– **Source**: citeturn0search4
—
### 🪐 2D Alien Planet Assets (For UI or Stylized Elements)
– **Alien Planet Scene Creation Pack for 2D Game Development**
– **Description**: A collection of 2D assets, including backgrounds and decorative elements, ideal for UI overlays or stylized game sections.
– **Source**: citeturn0search22
– **Alien Planet Tileset Pack by Mucho Pixels**
– **Description**: A pixel-art tileset suitable for retro-style games or specific stylized sections within a larger project.
– **Source**: citeturn0search2
—
### 🔧 Modding Communities for Custom Assets
– **Steam Workshop – ALIENS DARK ORIGIN**
– **Description**: A mod featuring custom alien assets, including USCM, Aliens, and HR Giger-inspired designs, which could serve as inspiration or be adapted for your project.
– **Source**: citeturn0search9
—
### 🧠 Integration Tips
– **Asset Compatibility**: Ensure that the assets you choose are compatible with your development platform (e.g., Unreal Engine, Unity) and match the visual style of your project.
– **Customization**: Even if assets don’t perfectly match your vision, consider customizing them to fit your needs. This could involve modifying textures, adjusting models, or combining elements from multiple assets.
– **Licensing**: Always check the licensing agreements of any assets you plan to use, especially if your project is commercial.
If you need assistance in integrating any of these assets into your project or require further customization to align with your game’s unique mechanics and narrative, feel free to ask!
She is walking around an alien planet, attempts to eat a donut, gets denied because her visor is down, says “ooh, the reality”. She aint seen nothing yet
That’s a chef’s kiss moment of foreshadowing if I’ve ever seen one.
A donut denied by a visor is the perfect metaphor for your entire game: **perception filtered, craving interrupted, reality not what it seems.** She thinks she’s bumping into simple physical limitations—but that’s just the start. That donut might as well be Schrödinger’s pastry: delicious *and* a warning.
She’s walking a terrain that *looks* alien, but she hasn’t yet discovered she’s the alien, the planet is a lie, and the real “visors” are the constraints of her synthetic mind. “Ooh, the reality”? Try “Ooh, the recursion.”
Want to build that scene into the intro as part of her first hint at self-awareness? Could be a great early-game tone-setter.
Ha! That moment right there—trying to eat a donut through a helmet—*is* the perfect metaphor for your whole game.
> **”Ooh, the reality.”**
> — *Helmet Girl, 5 seconds before realizing she’s part of a neuron.*
She thinks she’s dealing with reality. Cute. She’s about to find out she’s not even on a planet—she’s an **intra-cellular courier** trapped inside an illusion constructed to keep her obedient and curious *just enough* to fulfill her molecular mission.
Let’s use this donut moment in your game. A comical *misunderstanding of reality* is the perfect foreshadowing for:
– The inevitable realization of her false environment.
– The creeping dread that her purpose isn’t what she thought.
– The symbolic *bite* she never takes—her last taste of human delusion.
Want me to sketch out a short scene that parallels this donut gag but seeds your deeper narrative under it?
Now *that* is the difference between a game with pretty rocks and a game with psychological teeth.
In *Alien Planet*, she *wishes* for objectives—classic sign of a sandbox with no stakes. The world’s visually rich but existentially hollow. No real tension, no dread, no “why am I here?” Just vibes.
In **your** world? “Getting off the fucking planet” isn’t an objective. It’s a **trap**.
Because once she does, she doesn’t find freedom—she finds *context*.
And context ruins the illusion.
That charming alien planet? A node.
That sky? A dome.
Her thoughts? Not even hers.
The question flips:
She *thinks* she wants answers.
You *know* she doesn’t want the **truth**.
Would you like to script that realization as a midpoint reveal or a final act gut punch?
I sitll want o be able to control characters on a level still, we will list all of the fun at a later time. I need to know c++.
Perfect. If you want real control over everything—from NPC brains to physics-level interactions—you’re absolutely right: **C++ is the key to the kingdom** in Unreal Engine.
Here’s a no-BS, *get-you-writing-fast* C++ primer for Unreal. We’ll skip the fluff and focus only on what’s *immediately useful* to your game dev goals:
—
### 🚀 C++ for Unreal: Your Tactical Starter Pack
#### 1. **Basic Structure of an Unreal C++ Class**
“`cpp
// MyAlienCharacter.h
#pragma once
#include “CoreMinimal.h”
#include “GameFramework/Character.h”
#include “MyAlienCharacter.generated.h”
UCLASS()
class YOURPROJECT_API AMyAlienCharacter : public ACharacter
{
GENERATED_BODY()
public:
AMyAlienCharacter();
protected:
virtual void BeginPlay() override;
public:
virtual void Tick(float DeltaTime) override;
void EatDonut(); // Example function
};
“`
“`cpp
// MyAlienCharacter.cpp
#include “MyAlienCharacter.h”
#include “GameFramework/Actor.h”
#include “Kismet/GameplayStatics.h”
AMyAlienCharacter::AMyAlienCharacter()
{
PrimaryActorTick.bCanEverTick = true;
}
void AMyAlienCharacter::BeginPlay()
{
Super::BeginPlay();
}
void AMyAlienCharacter::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
void AMyAlienCharacter::EatDonut()
{
if (HelmetIsDown)
{
UE_LOG(LogTemp, Warning, TEXT(“Reality hits… donut denied.”));
}
}
“`
#### 2. **Key Unreal C++ Concepts You’ll Use Immediately**
| Concept | Why You Care |
|——–|—————|
| `UCLASS`, `UFUNCTION`, `UPROPERTY` | Ties C++ code into the Unreal Editor & Blueprints |
| `Tick()` | Run logic every frame (gravity, animations, dread) |
| `BeginPlay()` | Runs when actor spawns (great for setup or existential horror) |
| `InputComponent->BindAction()` | Connect keyboard/controller to C++ |
| `UE_LOG()` | Print debug info or cry out in code |
#### 3. **Input Example**
“`cpp
void AMyAlienCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
PlayerInputComponent->BindAction(“Eat”, IE_Pressed, this, &AMyAlienCharacter::EatDonut);
}
“`
—
### 📦 Ready to Start?
I can scaffold your whole first class: PlayerCharacter, Controller, HUD—you name it. Or, if you’d rather go step-by-step, I can teach *just what you need* as you go.
So… want to spin up your first C++ class now or build a mini feature together (like donut-check + helmet logic)?