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Mirror Of Shadows

Summary

Mirror of Shadows is an in-development action RPG made in Unreal Engine 5. This is a personal project of mine that utilizes a variety of features in Unreal Engine including the Gameplay Ability System. It has been a large source of my knowledge in C++ and continues to do so as I keep working on it.

Project Details

  • Status Ailment Build Up System

  • Ability to freely switch between allies including using their skills even when not active.

  • Combo system with ability to chain together skills from you and your allies.

  • Parry system that rewards players for remembering enemy attacks.

Combat System

A culmination of the systems below to make up the core gameplay loop.

Status Ailment System

While the gameplay ability system has built in features for stuff such as chance based effect application, I wanted to create a system that requires building up the status effect until it gets applied like you see in Souls-like games. Thankfully, with some of the core systems of GAS, this was possible.

Utilizing gameplay events as well as native C++ gameplay tags, I am able to pass around data such as what kind of status ailment damage is received and broadcast this as an event for UIs to respond to as well as when a status has been fully filled to apply the respective gameplay effect.

Robust Stagger System

Whether it's aerial combat or being launched around, there's a system for handling different kinds of staggers. This was done through gameplay tags, abilities and events along with behavior trees to ensure enemies can automatically recover from knockdown.

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Flexible Combo System

With quick strikes, slow but heavier strikes, or powerful skills, you can weave between them based on the situation to continue dealing damage while being out of harm's way.

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