Welcome to the DevLog of the game I started working on !
The game is made on Unreal, in a mix of blueprints and C++. The game is maid with the G.A.S from Unreal Engine.
All stats(player and enemies) can be modified throught curve tables. and abilities can be updated and modified in Data Assets for each character ( enemies and player ) .
This game will be a solo rpg, where you play a young girl who has arrived in a fairytale. The only way she exit the world, is that she beats monsters and get fragments to get back to the real world. Enemies drops life or energy fragments. The enegey can be used by the player fo special abilities.
For the animations, I retargeted a pack i found, and there is also Cloth simulation on the waist animal skin.
I also worked on a post process shader as I'd like so have a comic style as the artistic direction.
Update of June 2025 :
I have merged eveything I had on the project right now. The character is going though a level, kill little monsters and then, when he passes a triggerbox on the level, The FrostGiant spawns and the fight begins !
I also worked on the AI Behavior, I have made a patrol statement and a added a patroll path in the enemy section. For this patroll path, you have to place patroll checkpoints, add them to the enemy, and the enemy will move from checkpoint_01 to checkpoint_02, then checkpoint_03 ... Also i added a timer so the character can stay the time you want on the chackpoint, and you can orient the checkpoint so the character face a direction.
Each enemy can have a different behavior about their path. There are 3 behaviors for now:
- Loop : The character go to each points on the path, and when he reaches the last point, he will move to the first point of the path. ( check point order : 1 - 2- 3 - 4 - 1 - 2 -3 - 4 - 1 - 2- ..).
- Return : The character go to each points on the path, and when he reaches the last point, he will just go back to each point one by one until he comes to first and then he will make the path again ( check point order : 1 - 2- 3 - 4 - .... - 4 - 3 - 2 - 1 - 2- 3 - 4 ....)
- None : The character go to each points on the path, and when he reaches the last point, he just stops on it, and then comes to idle state.
I also re-made the ability system, to get smoother combos (both for light and heavy attack) .
Bosses :
For now, there is only one boss, but there will be more troughout the development.
The bosses have only heavy attacks, but deal a lot of damages. These attacks are not parriable.
The frost giant boss can spawn enemies when he gets lower than 50% health.
Main character :
The main character have differents abilities, he can roll on 8 differents directions. He have light/heavy attacks that deal dmgs depending on the type of attack (heavy deal more dmgs than low).
The character can also block attacks. If the block action is triggered 0.2 sec before he get hit, this is a perfect block. A perfect block allows the player to counter attack. If he perfect blocks and press attack within the second after the block. The counter attack is an heavy attack, that deals a lot of damage.
The player can also targetlock an enemy, so the camera get locked on the enemy. he can also switch target by press an input.
Enemies :
There are 2 types of enemies, ranged and close combat ones.
They both have 2 differents types of attacks.
Close combat ones have light and heavy attacks. The light ones can be countered, but the heavy ones can't be.
The ranged ones shoot bullets and they have a melee attack. The projectiles can be parried by the player, the melee attack can't so they player have to dodge it.