A Souls-like prototype developed in Unreal Engine 5
This project is a Souls-like prototype which mainly focus on combat.This is the first step of a Souls-like game design project I am making in Unreal Engine 5.
My Work
This project has been very useful to showcase my prototyping abilities. These are some of the main implementations included in the prototype:
Player sword and shield combat system, including:
Health & stamina system.
Weapon and shield collision and reaction system, including substepping in sword collision detection to avoid FPS dependency and hit stop to enhance hits.
Input buffer system to enhance combat game feel.
Quest system which allows to react to load, or unload, any set of game elements on any event occurrence. Making use of level instances, managers and events.
Two enemy AI implementations using Behavior Trees.
A flexible equipment system to easily add new weapons with their custom animations to the project.
For this prototype, I also developed two comprehensive design documents for the quest system and its related interaction mechanics to showcase my documentation abilities.
In these systems, I leveraged my skills to create versatile designs, crafting a quest system that is both game object and event agnostic—while also providing detailed mechanics to ensure the best possible player game feel.
Learnings
In this project, I deepened my Unreal Engine 5 knowledge, gaining experience with the following tools and systems:
NPC Implementation using Behavior Trees for AI decision-making.
Blueprints, with the entire project developed using Blueprint scripting.
Animation Systems, including Animation Blueprints (ABP), animation warping, blendspaces, and related tools for implementing third-person characters controlled by both the player and AI.
Input Actions, in order to support input buffering I had to further learn about input actions.
World tools such as level instances, world data layers, etc.
Tools used