Magic and Donuts
A UE4 C++ Demo features third-person 3C, shooting, and smart AI.
Unreal Engine 4, C++
A third-person experience where you play as an undead pirate and blast your way through hordes of minions with intuitive shooting controls and powerful magic skills and fight over coveted donuts!
Features
AI
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Uses the Behavior Tree and EQS system. Implements Custom Queries, Generators, Tasks, and Services.
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Ranged enemies will try to keep their distance from the player and keep moving to better pose themselves. They try to get around the covers when the player's behind.
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Ranged weapon is set to have some random spray to avoid super accurate enemies.
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Minions will try to find and pick up donuts to recover when they have low health and are not contested.
Directional hit reaction.

A heavy and slow boss enemy WIP
3C
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3rd person character and camera. (No template).
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Smooth character control and camera movement.
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Clamped camera angle. Dithering material effect.
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The play character smoothly rotates to align with the camera when shooting spells.
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Seamlessly switch between these two types of control. (Aim cam and orbiting cam)
Gameplays
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Set up an extendable projectile system and damage/stats system.
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The "blackhole" magic spell that "hugs" the landscape.
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A dynamic collision-based interaction system.
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Modular and extendable structure powered by an interactable interface and interactComponent.
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Initially built a ray cast-based interaction system and pivoted to a collision-based one for much more dynamic interactions and better signals and feedback. (Coded it during the nights of GDC2023 - read a bit more about it
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A flexible Attribute System. Hitflash material function and UMG UIs for better feedback.​
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Me prototyping a "rewind" mechanic after playing too much Tears of the Kingdom