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Still in development...

PROJECT

  • Third Person Action Roguelike

  • Unreal Engine 5

  • Developped in 7 weeks (May/June 2025)

  • Solo

  • Risk of Rain 2 inspired

OBJECTIVES

  • 3C

  • Combat system

  • Item system

  • AI

  • Open level with main objective

  • Complete replayable gameplay sequence

PILLARS

COMBAT

Engage enemies with a mix
of
short and long range attacks while
using diverse
abilities and movement skills
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EXPLORE

Explore an open level to uncover hidden pieces of the objective, leading you to a boss
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LOOT

Find items of varying power by defeating enemies and grow stronger
 

GAMEPLAY LOOPS

MICRO

Explore an open level

Fight various enemies

Loot items

MESO

Find and destroy Void Cores to further the objective

Survive increasingly stronger waves of enemies

Gather more powerful and rare items

MACRO

Complete the objective to activate the Arc Gate

Locate and use the Arc Gate to travel to the Boss

Fight and defeat the Boss

MECHANICS

CHARACTER

MOVEMENT & CAMERA​​

  • Free 360° camera

  • Double jump

  • Front dash

  • Animation Blueprint with 8 direction blend space

Offers the player freedom in exploration and in their approach to enemy encounters​

WEAPONS

SWORD

- Slash to lock the camera looking forward -
- Three part combo that resets after a moment -
- The third attack of the combo does more damage -

RIFLE

​- The player aims while holding right click​ -
- They can then shoot hitscan projectiles using ammo -
- The rifle recharges by itself while not aiming -

CLOSE RANGE
HIGH DAMAGE
MORE RISK

LONG RANGE
LIMITED AMMO
LESS RISK

Players can freely swap between a high damage sword and a safer, longer range rifle with lower damage output. The rifle uses limited ammo, and reloading occurs while the player is using the sword.

This creates a natural balance between risk and safety, encouraging constant weapon switching and forcing players to adapt their approach in every encounter.

SKILLS

PIERCING PROJECTILE

- Use the skill button while aiming​ -
- Shoot a piercing projectile that increases its damage for each enemy it traverses -
- On a short cooldown -

GROUND SLAM

- Use the skill button while holding the sword in the air​ -
- Accelerate toward the ground and create a damage area when landing, sending enemies away -
- Damage and speed scales with airtime -

SWORD ARCS

- Use the skill button while holding the sword on the ground​ -
- Start charging the sword for 2.5 seconds -
- When charged, sword slashes throw arc projectiles up to three times -
-
Damage scales with the third slash of the combo -

EXPERIENCE & LEVELING UP

Enemies grant experience when defeated. Leveling up increases the player’s maximum health.

The player can use three weapon skills that share a single input and that will be triggered contextually depending on the state of the player. Each skill has its own cooldown.

ITEMS



Each item enhances the player character in a unique way primarily affecting one of four core attributes : offense, survivability, agility or utility.

Items can be stacked indefinitely, with each additional stack increasing their effect.
 

Items are randomly dropped by defeated enemies and are categorized into three rarity tiers : Common (white), Rare (green) and Epic (red).

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Chance on hit based items rely on a proc coefficient value driven from the damage source.  For example, sword attacks have a higher chance to activate these items than standard rifle shots. Items that deal damage also carry their own proc coefficient values allowing to create item chain reaction.

Randomized item drops ensure that each run feels unique, reinforcing the roguelike structure. Discovering new items allows players to experience different forms of power growth, encouraging experimentation and the pursuit of increasingly powerful builds.
 

Item printers are placed across the level, giving players the option to exchange items when they want to refine or adapt their build.

ENEMIES

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  • Melee attacks

  • Protects and heals itself when low hp

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  • Rapid fire ranged attack

  • Big projectile ranged attack

  • Can apply bleeding status effect

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  • Flies around​

  • Charges and shoots projectiles

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  • Melee sword attacks

  • Bite that can apply bleed status effect

  • Fire breath ranged attack that can apply burning status effect

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  • Boss enemy

  • Charges toward the player to perform a melee attack that spawns ice spikes on the ground

  • Fires ice projectiles at range

  • Deploys a powerful long range ice beam

  • All ice attacks can apply freezing status effect, slowing the player

SPIKED
SHELL

CYCLOP

BEHOLDER

LIZARD
WARRIOR

FROST
GOLEM

DIFFICULTY & SPAWNS

A Manager Blueprint controls run time and enemy spawning. It increases the difficulty every 2 minutes.

Higher difficulty = larger groups of enemies AND stronger enemy types.
 

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Enemies spawn in groups at random locations within a radius around the player. After a group is spawned, the Manager enters in a cooldown state.

If the player
defeats all spawned enemies, the next wave starts sooner. If not, the next wave starts when the cooldown is over.

Faster clears = higher spawn rate = more potential item drops but also more danger.

This creates a
risk versus reward dynamic in how the player manages enemy encounters.

SYSTEMS

ITEM SYSTEM

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DATA ASSET SYSTEM

A Data Asset system was implemented to streamline item creation. New items require minimal configuration, improving scalability and iteration speed.

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  • Item name

  • Item rarity determining drop chance and overall power

  • Mesh for item pickup

  • Item description

  • Item action Blueprint (specific gameplay logic)

  • Item icon

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INVENTORY SYSTEM

An inventory system was designed to track all items acquired by the player using a map variable that references item data and their corresponding quantities, supported by custom add and remove functions.

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ITEM BEHAVIOR

A parent Blueprint provides a default structure with an overridable event for unique item logic, using the item's quantity to determine the effect's strength.

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LOOTDROP SYSTEM

BASE DROP CHANCE

  • Enemies have a 20% chance to drop an item upon defeat

  • If no item is dropped, the drop chance is multiplied by 1.5 until an item is obtained (20%, 30%, 45%, 67.5%, etc.)

RARITY DISTRIBUTION

  • 20% chance for a Rare item

  • 5% chance for an Epic item

  • Otherwise, a Common item is awarded

  • If a Common item is obtained, the chances of receiving  a Rare or Epic item increase on subsequent drops

DAMAGE SYSTEM

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A dedicated Blueprint Component was implemented to handle all damage and healing logic, ensuring a centralized and modular system. Custom functions allow any source of damage or healing to pass relevant data to a target through this component.

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  • Base damage value

  • Roll for critical hit and apply critical multiplier if successful

  • Apply armor reduction

  • Modify damage based on damage type resistance or weakness

  • Subtract calculated damage from target health

  • Trigger event dispatcher for additional effects

  • Call death event if remaining health is less or equal to 0

  • Display damage numbers using the function's parameters

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  • Simple yet easy to expand

  • Supports healing over time through the use of timers

  • Trigger event dispatcher for additional effects

  • Display healing number

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  • Multiple custom status effect functions applying overtime effects

  • Burn : high damage for a short duration

  • Bleed : low damage for a longer duration

  • Freeze : low damage and slowing effect for a short duration

  • Effects can stack to increase their intensity

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HURT FUNCTION

HEAL FUNCTION

STATUS EFFECTS

LEVEL DESIGN

LEVEL STRUCTURE

  • Open level designed to encourage exploration

  • Multiple points of interests tied to progression
     

Start

Arc Gate (boss access)

Objective targets

Item printers

OBJECTIVE

  • Locate and destroy 5 out of 6 hidden targets before the timer expires to activate the Arc Gate

  • Use the Arc Gate to access the boss arena

  • Defeat the boss
     

© 2026 by Félix-Antoine Désy

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