top of page

FÉLIX-ANTOINE DÉSY
GAME DESIGNER
Still in development...
PROJECT
-
Third Person Soulslike
-
Unreal Engine 5
-
Developped in 7 weeks (July/August2025)
-
Solo
-
Elden Ring inspired
OBJECTIVES
-
3C
-
Combat system
-
Weapon system
-
AI enemies with token system
-
Progression system
-
Open level with POIs
-
Game feel
PILLARS
COMBAT
Engage groups of enemies with
soulslike combat mechanics


EXPLORE
Explore an open level with many points of interests to find new weapons and equipment

PROGRESS
Gain Ash and rare items to level up and create a unique build that fits your playstyle
GAMEPLAY LOOPS
MICRO
Explore and reach points of interests
Fight enemies to gain Ash
Find chests with various loot
MESO
Find Ash Pyres to save and level up
Spend skill points to increase your power
Refine your build with rare items
MACRO
Enter and explore a castle that acts as a main dungeon
Experiment with different builds
Locate the hidden portal to exit the world
MECHANICS
CHARACTER
MOVEMENT ACTIONS

Press while moving
DODGE ROLL
Press while idle
BACKSTEP
Hold while moving
SPRINT
JUMP
LOCK ON
You can lock on targets to fix the camera onto it. This enables strafing and helps keep track of one target at a time while in combat.
RESOURCES
HEALTH
STAMINA
Lose health from enemy attacks and fall damage
Movement actions and attacks consume stamina
Die when your health falls below 0 and drop your ashes on the ground
Actions can't be used if the stamina is too low
Heal by consuming potions
Regenerates by itself over time
FOCUS
Special attacks consume focus
Focus only regenerates when sitting at an Ash Pyre



POTIONS
LOST ASHES
ATTRIBUTES
MIGHT
HEALTH
GRACE
STAMINA
INSIGHT
FOCUS
Each attribute acts as a core stat linked to a corresponding resource. Upgrading an attribute increases the maximum capacity of that resource.
PLAYER MENU
Weapons and shields can be equipped in each hand. The player can carry two weapon sets and swap between them during gameplay.

Equip up to two artifacts at a time to benefit from their effect.
RESOURCES
WEAPON STATS
INVENTORY
ATTRIBUTES
WEAPONS
STATS
BASE DAMAGE : Scales from attributes
WEIGHT : Influences stamina consumed
BLOCKING POWER : How much it can block
TYPE : One-handed or two-handed
ATTRIBUTES : Scaling factor




MOVESET
LIGHT ATTACK : Base combo
HEAVY ATTACK : Can be charged
SPRINT ATTACK : Execute while sprinting
JUMP ATTACK : Execute while jumping
SPECIAL ATTACK : Consumes focus
MOVE MODIFIERS
DAMAGE MULTIPLIER : Dictates the damage of a move
DAMAGE TYPE : Slash, blunt or pierce
KNOCKBACK POWER : How much a move can knockback
KNOCKBACK RESISTANCE : How much a move can resist knockback
SHIELDS


Can be equipped on the left hand paired with a one-handed weapon
Blocking uses the shield’s blocking power instead of the weapon’s
Movement actions use combined weapon and shield weight
BLOCKING
Blocking with shields
Blocking with weapons
ARTIFACTS





ENEMIES
BARBARIAN

Simple melee combo attack
Attacks are easy to block
Low knockback resistance
Light and heavy melee attacks
Heavy attacks are tougher to block
High knockback resistance
BARBARIAN
CHIEF

PROGRESSION
ASH PYRE
Sit to save and reload the map, reviving all enemies
Saving allows you to set your respawn location
Here, you can level up with ashes and consume special items
LEVELING UP
Spend an increasing amount of ashes to level up
Obtain two stat points per level to upgrade your attributes
SPECIAL ITEMS
Consume to upgrade the power of a weapon
Consume to obtain 1000 ashes
Used to unlock a door in the main dungeon
SYSTEMS
WEAPON SYSTEM
DATA ASSETS

All weapons are created from a Data Asset class derived from a base Item Data Asset used by the inventory system. The same hierarchy is used for shields, artifacts, and special items.
-
Moveset using custom structure variables
-
Custom drawing and stowing sockets and montages
-
Weapon attributes for scaling
-
Blueprint class for weapon mesh and hitbox
-
Weapon style : one-handed or two-handed
-
Base damage
-
Weight
-
Blocking power
MOVESET STRUCTURE VARIABLE

Moves transmit data to the weapon and character systems, allowing multiple factors to be evaluated during execution.
-
Montage and play rate
-
Damage multiplier
-
Damage type (slash, blunt or pierce)
-
Knockback power
-
Knockback resistance (acts like super armor)
BASE WEAPON BLUEPRINT
All weapon behavior is controlled in a simple Blueprint. Childs are then created to customize the mesh and hitbox.
-
Equip, unequip and switch functions
-
Attack montages and data sent to the damage system
-
Activating and deactivating hitboxes
-
Weapon feel and cosmetics
DAMAGE SYSTEM
This system uses a custom Hurt function to validate input data and produce appropriate outcomes. It is similar to the one used in my project Shards of Solace.
WEAKNESSES AND RESISTANCES
Attack types (slash, blunt or pierce) interact with weaknesses and resistances to modify damage.




KNOCKBACK SYSTEM
When the Hurt function is called, it compares the attack’s knockback power to the target’s knockback resistance. The result determines one of four possible outcomes.
Knockback power
-
knockback resistance =
< 0 :
> 0 :
> 50 :
> 80 :
NO KNOCKBACK
LIGHT KNOCKBACK
MEDIUM KNOCKBACK
HEAVY KNOCKBACK
ENEMY SYSTEM
DATA ASSETS

Similarly to the weapon system, the enemy system uses Data Assets to pass information to Blueprints, which are driven by an AI Controller and a Behavior Tree.

BASE ENEMY BLUEPRINT
All enemies are derived from a base enemy Blueprint, providing a consistent and scalable foundation for the system. Data Assets and Behavior Trees are used to drive enemy behaviors and reactions.



TOKEN SYSTEM
An Enemy Manager Blueprint monitors all enemies currently engaged in combat and distributes a limited number of attack tokens.
Only enemies holding a token are allowed to attack the player. By default, two tokens are active simultaneously.
When an enemy performs an attack, the system checks for other enemies in combat that do not currently possess a token. If eligible enemies are found, the manager randomly reassigns the token to another enemy.
This system creates more dynamic and unpredictable group behavior while remaining fair to the player, preventing large enemy groups from attacking simultaneously.
bottom of page