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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
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EXPLORE

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

Left_Shift.PNG

Press while moving

DODGE ROLL

Press while idle

BACKSTEP

Hold while moving

SPRINT

Space.PNG

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

AshesOfOaths_Potion.PNG
AshesOfOaths_Resources.PNG
AshesOfOaths_LostAshes.PNG

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.

AshesOfOaths_PlayerMenu.PNG

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

AshesOfOaths_IronHammerStats.PNG
AshesOfOaths_ScimitarStats.PNG
AshesOfOaths_MorningStarStats.PNG
AshesOfOaths_RunicGreatSwordStats.PNG

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

AshesOfOaths_WoodenShieldStats.PNG
AshesOfOaths_KrakenShieldStats.PNG

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

AshesOfOaths_CrimsonRingStats.PNG
AshesOfOaths_CeruleanRingStats.PNG
AshesOfOaths_ViridianRingStats.PNG
AshesOfOaths_AshenheartGemStats.PNG
AshesOfOaths_TinctureOfTheGodsStats.PNG

ENEMIES

BARBARIAN

AshesOfOaths_Barbarian.PNG

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

AshesOfOaths_BarbarianElite.PNG

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

AshesOfOaths_SmithingTool.PNG

Consume to upgrade the power of a weapon

AshesOfOaths_UrnOfAshes.PNG

Consume to obtain 1000 ashes

AshesOfOaths_AshenKey.PNG

Used to unlock a door in the main dungeon

SYSTEMS

WEAPON SYSTEM

DATA ASSETS

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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

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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.

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AshesOfOaths_WeaknessesAndResistances.PNG
AshesOfOaths_WeaknessAndResistance.PNG
AshesOfOaths_WeaknessAndResistanceMap.PNG

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

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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.

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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.

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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.

© 2026 by Félix-Antoine Désy

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