ARPG Combat System
Unreal Engine - C++ - Solo
I developed an ARPG combat system based on GAS (Gameplay Ability System) which is an Unreal framework. It includes:
- Character attributes
- Abilities
- UI to modify and test attributes and abilities
- Specific mechanics associated to attributes with the number of projectiles of an ability or the character attack speed
Clair Obscur Combat System
Unreal Engine - C++ - Solo
Clair Obscur is turn based RPG with real time mechanics. The project’s goal is to recreate parts of Clair Obscur combat system. You are playing a character based on Clair Obscur (Maelle) and have to defeat every ennemies to win the combat. These are the the main parts of project that I developped:
- Character attributes and abilities implemented with GAS (Gameplay ability system) . There are 3 abilties from one Clair Obscur character (Maelle) which are implemented. This also include status associated with these abilties (Burning, Defenceless) and combat stance (Defensive, Offensive, Virtuose).
- Turn base system that gives characters their turn based on a turn order computed from their speed.
- Dodging
- Management of inputs, UI, camera based on the context.
- Consumable items
- Death of ennemies/player and combat ending.
There is still many things to implements like parry, pictos, rest of characters and abilities, having multiple player characters in the same combat. I decided to stop the development here to keep the project short and don’t get stuck too long on the same project.