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Combat Prototype | Melee, Ranged & Ability Systems | Unreal Engine 5
Initial Development: Apr 2024 Major Updates: Nov 2024 – Jan 2025, Apr 2026 Total Development Time: ~4–5 weeks (iterative)
A modular third-person combat system focused on responsive input handling, AI-driven encounters, and distance-aware attack mechanics. The project explores scalable combat architecture through multiple player abilities, enemy behaviors, and integrated gameplay feedback systems
Key Systems
• Combat System: Deterministic combo system supporting tap and hold inputs, enabling light attack chains and charge-based heavy attacks with controlled execution flow
• Motion Warping: Distance-based attack system blending short-range combos with long-range jump attacks, using dynamic target offsetting for smooth transitions
• Player Abilities: Multiple combat stances (sword, unarmed, ranged, magic), each with distinct attack behaviors, animations, and gameplay roles
• Defensive Mechanics: Directional dodge system with stamina cost, invincibility frames, and visual feedback (afterimage + time-scaling effects), alongside a timing-based parry system
• Stealth & Finishers: Contextual stealth assassinations and health-based finisher system with cinematic camera transitions
• AI Combat Systems: Melee, ranged, and magic enemies using distinct Behavior Trees and EQS for positioning, distance control, teleportation, and decision-making, including a boss with multi-pattern attack sequences
• Multi-Agent Combat: Token-based system controlling enemy attack coordination and pacing during multi-enemy encounters
• Physics Interaction: Destructible objects using Chaos physics to enhance combat feedback and ranged interactions
• Feedback Systems: Integrated health, damage, UI, and visual/audio feedback to support combat readability
Technical Highlights • Designed a deterministic combo system, removing timing inconsistencies and ensuring predictable execution
• Implemented a modular input system separating player intent (tap vs hold) from action execution
• Developed distance-aware motion warping with dynamic target validation and cleanup to prevent stale data issues
• Built a reusable damage system handling invincibility states, block responses, interrupt logic, and event-driven hit reactions across player and AI
• Integrated animation-driven events (Anim Notifies) to control combo flow, motion warping, and contextual camera behavior
• Implemented EQS-driven positioning to improve AI spatial decision-making and combat flow
• Designed a stamina-based dodge system with regeneration, directional movement, and feedback-driven visuals
• Integrated Chaos-based destruction to reinforce ranged combat feedback and environmental interaction
• Combined gameplay systems with visual/audio feedback (camera shake, hit reactions, UI, FX) to improve combat readability
• Implemented cinematic camera transitions for finishers, parries, and stealth actions to enhance impact
AI & Enemy Design
• Developed melee AI with attack sequences, player tracking, strafing behavior, and reactive responses
• Implemented ranged AI maintaining distance using EQS-based positioning and dynamic movement
• Built magic AI with teleportation, projectile attacks, and escape behavior based on health thresholds
• Designed a boss encounter with patterned attacks, including projectile throws, area-targeted abilities, and teleport-based positioning
• Implemented coordinated enemy attacks using a token-based system to control combat pacing
Technical Challenges
Combat Systems• Ensuring deterministic combo execution independent of timing and animation inconsistencies• Balancing motion warping across multiple distances without breaking combat flow
System Architecture• Designing a flexible input system separating player intent from gameplay execution• Structuring a reusable damage system supporting multiple combat states (invincible, interruptible, blocked)
• Integrating EQS with behavior trees to maintain consistent combat positioning and distance management
AI & Interaction• Managing multiple enemy types with distinct behaviors and interaction rules• Coordinating multi-enemy encounters while maintaining readable and fair combat pacing
Animation & Feedback• Synchronizing animation events with gameplay logic (attacks, movement, camera transitions)• Maintaining clear player feedback through visual, audio, and UI systems during fast-paced combat
Role
• Gameplay Systems Developer (Blueprints)
• Designed and implemented core combat systems, player abilities, and AI behaviors
• Developed reusable gameplay architecture for combat interactions, damage handling, and input processing
• Integrated animation, UI, and FX systems to support responsive and readable combat gameplay
This prototype explores the design of a flexible and scalable combat system within Unreal Engine 5. The player engages enemies using multiple combat styles, all supported by a shared system architecture.
Combat is driven by a deterministic input system that interprets player intent, allowing seamless transitions between light combos, heavy attacks, and movement-based actions. Motion warping adapts attacks to enemy distance, maintaining fluidity while preserving control.
Enemy encounters range from melee to ranged and teleport-based behaviors, supported by EQS-driven positioning and coordinated multi-agent systems, culminating in a boss encounter with layered attack patterns.
The system supports both one-on-one and multi-enemy scenarios, using coordination logic to balance combat flow. Destructible elements using Chaos physics reinforce combat feedback, particularly in ranged interactions.
The project emphasizes responsiveness, modularity, and gameplay readability, combining animation systems, AI logic, UI, and visual effects into a cohesive combat experience.
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