05/10/2024

๐Ÿ’ก Project Architecture: 50% Blueprints | 50% C++ ๐ŸŽฎ

๐Ÿ› ๏ธ Unreal Engine 5.2 Development ๐Ÿ”‘ Leveraging Gameplay Ability System & Unreal Engine AI

๐Ÿ’ก Project Architecture: 50% Blueprints | 50% C++ ๐ŸŽฎ
๐Ÿ’ก Project Architecture: 50% Blueprints | 50% C++ ๐ŸŽฎ
๐Ÿ’ก Project Architecture: 50% Blueprints | 50% C++ ๐ŸŽฎ
๐Ÿ’ก Project Architecture: 50% Blueprints | 50% C++ ๐ŸŽฎ
๐Ÿ’ก Project Architecture: 50% Blueprints | 50% C++ ๐ŸŽฎ
๐Ÿ’ก Project Architecture: 50% Blueprints | 50% C++ ๐ŸŽฎ
๐Ÿ’ก Project Architecture: 50% Blueprints | 50% C++ ๐ŸŽฎ
๐Ÿ’ก Project Architecture: 50% Blueprints | 50% C++ ๐ŸŽฎ
๐Ÿ’ก Project Architecture: 50% Blueprints | 50% C++ ๐ŸŽฎ

โœจ Key Highlights โœจ

โœฆ Primary Attributes โ†’ Strength: Increases physical damage. โ†’ Intelligence: Increases magical damage. โ†’ Resilience: Boosts Armor and Armor Penetration. โ†’ Vigor: Increases Max Health. โ˜… Secondary Attributes โ†’ Armor: Reduces damage taken, improves Block Chance. โ†’ Armor Penetration: Ignores enemy Armor, increases Critical Hit Chance. โ†’ Block Chance: Cuts incoming damage in half. โ†’ Critical Hit Chance: Chance to double damage plus bonus. โ†’ Critical Hit Damage: Bonus damage on critical hits. โ†’ Critical Hit Resistance: Reduces enemy critical hit chance. โ†’ Health Regeneration: Restores health every second. โ†’ Mana Regeneration: Restores mana every second. โ†’ Max Health: Maximum health limit. โ†’ Max Mana: Maximum mana limit. โœธVital Attributes โ†’ Dependent on primary attributes, affecting Health and Mana. โฎŒ Gameplay Effects โ†’ Classes used to apply changes to attributes. โžคGameplay Tags โ†’ Identifiers for qualities, attributes, abilities, and character classes. โŠ› Game UI โ†’ Modular and scalable UI using MVC/MVVM paradigms for complex RPG UI management. โžณ Gameplay Abilities โ†’ Core system for casting spells and handling player/enemy capabilities. โ˜€ RPG Classes โ†’ Implemented classes: Ranger, Warrior, Elementalist. โœง Combat System โ†’ Full RPG combat mechanics with damage types, resistances, and debuffs. โ†’ Visual feedback for combat events (damage, critical hits, etc.). โœฆ Enemy AI โ†’ Custom behavior using Behavior Trees and EQS for different enemy types. โ†’ Enemies can cast spells and summon minions. โ†ก Ability Cost and Cooldown โ†’ Spells cost Mana and have cooldowns. โšกHUD Features โ†’ Displays equipped spells, cooldown timers, and experience (XP). โงซ Experience and Level-Up System โ†’ XP awarded for defeating enemies, leading to level-ups. โ†’ Leveling grants Attribute and Spell Points, restoring Health and Mana. โœฆ Passive Spells โ†’ Equipped spells that remain active. โš” Offensive Spells โ†’ FireBolt, Electrocute, Arcane Shards, FireBlast. โ™ฆ Saving Progress and Level Transitions โ†’ Implemented to track player progress and transitions between game states.

I BUILT MY SITE FOR FREE USING