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Combat Imprint

Using a stripped-down recreation of the Dynamic Combat System asset pack found in the Unreal Store, additional systems and mechanics were added. Created in Unreal Engine 4 in 4 weeks by myself, Combat Imprint never made it past being more than a technical showcase.

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Mimicry

The idea was to make clones that copy player input and action, instead of taking hard values such as world position, to allow a changing environment to affect the clones and add more variability to their actions, instead of being perfect copies of what the player is doing. The clones are able to damage the player and each other, making positioning and timing essential to not hindering yourself. Each death or respawn creates a new clone of the previous life and resets all existing clones back to the beginning to once again repeat their actions.

Spell Selection System

The player is able to assign any number of randomly selected abilities to any 1 of 4 buttons. The buttons can be overridden and the abilities do not repeat themselves, giving the player a maximum of 4 unique abilities at. The list of abilities is taken from a data table that contains all of the information about the ability include: the name, type, effect, ability itself, and an image to display and show the player what the ability is. This also allows for an easy way to add and remove abilities.

Spell Effect System

Spells are able to interact with each other, combining their effects into different effects whenever they collide. Whichever spell is active longer sticks around with the new, combined effect, while the younger spell is destroyed. The spell effects are all controlled in a separate component, only communicating with the spell itself in order to update the particle effects if they've changed. The same spell can continually change its effect if it keeps getting hit by other spells.

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