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Combat System ( WIP )

The goal of this project is the creation of a combat system based on the one of God of War ( 2018 ).

Project realized on Unreal Engine 5 and using the Gameplay Ability System.

Workflow

Setup of the Gameplay Ability System ( GAS ) in C++.

It permits to use this pipeline in Blueprint, the GAS being mainly designed to be used this way.

Other abilities were also coded out of the GAS, as the locomotion or the axe catch back, because I am more used to this workflow for this kind of abilities.

God of War's combat system conceptualization

Abilities are executed, for the main part, from the blueprint of the the pawn possessed by the player.

The activation of these abilities is managed by various parameters, God of War's combat system being quite complex, with combat stances, stun / interruption conditions, movement's abilities combos ...

The activation of an ability causes the triggering of a blueprint class named Gameplay Ability.

It is in fact the container of the logic of the mechanics, therefore of the gameplay programming strictly speaking.

Finally, another type of Blueprint is called following the Gameplay Ability, the Gameplay Effect.

 

It allows information to be given to the character, and therefore to influence the execution parameters of the abilities stated earlier.

© 2023 by Mazeau Grégoire

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