Project Goals
My ultimate goal is to produce a simple 3D maze game featuring keys and locked doors, the twist on that formula being the inclusion of tameable monster companions – and the locks for some doors will in fact be stat checks for the monsters. For example, accessing one part of the maze may require a companion with a high “climbing” stat to reach a lever.
Although this will make up the game side of the experience, the main draw of the project to me will be in collecting and having fun with the recruitable monsters. The main inspiration comes from the Chao Gardens featured in Sonic Adventure 1 & 2.
Problem
I'm deciding between Unity and Unreal Engine based on how achievable the following is:
What matters most to me is constructing creatures that feel fun to watch and with recognisable distinguishing features. Exact size and scale should be somewhat randomised, some would have bigger heads or longer legs for example. Where I run into issues is in how to manipulate meshes or bones to make a creature look unique. For example, I would like to semi randomise horn length and shape such as in the examples below:
I would also like to swap out particular body parts without that interfering with animations, for example swapping standard legs for ones with webbed feet and having the walk animation continue to work.
Initial Goal
My first milestone will be to produce a basic creature with randomised physical attributes within a narrow spectrum. Whenever the simulation starts, a different (only slightly modified) creature will be generated and the walk animation should play regardless.
I'm new to this forum, if there's anything I should do to reorganize this post please let me know. In the future I'll also be more specific with issues I'm having, but in this case my main issue is in identifying which engine best suits my aims and a few particular issues I don't know how to resolve.
Thanks for reading, I'll try to improve and I'm open to answering any questions.