Multiplayer Action Game
Solo Developer

Overview:
A solo personal project designed to deepen familiarity with Epic’s Gameplay Ability System, UE5’s new animation tools/framework, and the procedural content generation framework. This is intended to eventually be a multiplayer roguelike, but scope is large enough I plan to only focus on multiplayer features for now.
Platform/Engine: UE5 for PC
Time: Nov 2025 - Present
Team: Solo
EXISTING FEATURES:
- PCG Tile Management:
- Implemented a system for randomly generating tile partitions populated using PCG framework
- Currently only server authoritative, but plan to add client prediction using fixed seeding


- Ability and Attack Tracing System
- Developed targeting framework for async traces to interface with GAS targeting system
- Tracing profile modelled using curves
- Replication handled using Epic’s Gameplay Ability System.
- Decouples animation from tracing (excluding root motion)
- GAS Combat
- Simple combat featuring elemental damage types and common effects like slow, stun, and poison
- Replication handled using Epic’s Gameplay Ability System
- Weapon System
- Based on Lyra, utilizes ability sets to tie abilities to input actions specified by the item
- Motion Matching and Mover Component
- Based on GASP update, using motion matching and mover component to driven animation
- Not currently integrated with mouse model

NEXT:
- Matchmaking and online services
- Tile generation will play a large role in matchmaking, as such I plan to implement a custom backend service for matchmaking
- Otherwise other connection and social systems will use Steam Services