Been working for some time to build a RPG-style combat system as a personal project to explore combat mechanics, AI behavior, and modular system design —
here's the result.
#UnrealEngine#gamedev
Playable build link(Windows) - drive.google.com/drive/folders/…
💻Devlog #5 - VFX/SFX
Added Particle effects for Attack trails, Block hits and Parry counters using unreal's Niagara system and synced sfx to sell the impact further. Combat slowly coming together🦾
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💻Devlog #4 - Parry, Group Combat
Added a parry window using anim notifies
And turns out making AI group combat is a real pain.
This here is just a cheat - 2 bots running diff behavior trees with diff cooldowns hoping they don't swing at the same time
#gamedev#UnrealEngine
💻Devlog #3 - Enemy AI
The AI uses a Behavior Tree to switch between states- Idle, Attack, Strafe, Stagger
As Player enters sight radius it switches to Attack state
While strafing, the Environment Query System generates/scores set of points to decide the next optimal position.
💻Devlog #2 Damage/Health/Stamina-⚔️Melee Combat System
Designed a Damage interface that both the Player and Enemy class can implement. Collision's still a bit rusty. Also, now everything except walking drains stamina - so no more infinite Neymar rolls :)
#gamedev#UnrealEngine5
💻Devlog #1 Movement-⚔️Melee Combat System
New project. Goal is to make a smooth combat system with proper collisions, damage system, Enemy AIs, visual/audio cues
Added mechanics so far -
- Quick/Heavy attack
- Right/Left/Back dodge
- Forward roll
- Block
#gamedev#UnrealEngine
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