top of page

Modular Combat Design

I took a modular approach to implementing combat mechanics to mitigate bloated file structures. By separating each mechanic into its own actor component, I could write the same base logic and apply it to my player and boss actors.

image.png

C++ functions as Blueprint Nodes

Creating Game Feel

Adding "game feel" elements was the last step in making the project feel alive, such as:
 

  • Screen Shake - to sell the impact of strikes

  • Blood Particles - for the same reason

  • Desert Lighting - for the "gladiator" theming

  • Responsive UI - to give players feedback

A Modular "Hit Tracing" Component

Blueprints -> C++

90% of the project's logic was written in C++, exposing only necessary logic as blueprint nodes. I combined this strategy with the modular component design, writing key functions in C++ classes. This hybrid approach maintained blueprints' ease of use while ensuring optimal performance.

Final Demo 

ROLE

Technical Game Designer, Gameplay Programmer

Team Size

Solo

Description

A short game demo about a galactic knight fighting for survival in a gladiator match. Created almost entirely with C++

YEAR

2024

GENRE

Action Combat

Technologies Used

Unreal Engine 5, Unreal Blueprints, C++

PLATFORM

PC

Soulslike Combat Framework

bottom of page