Title Image

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

Environment Partition Example

Environment Partition Example

  • 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

Hitbox Example

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