Project Hemorrhage
Semester long combat design project. We created a vampire themed combat system with melee attacks, spells & abilities, enemies, and a boss fight. All featured in a showcase level.
Team of 5 designers & 1 VFX artist.
Created using Unreal Engine 5.
We utilized the Gameplay Ability System (GAS) for certain areas of the project.
We used a great sword animation pack as a starting point
My Contributions
My work was focused on creating Vampiric spells / abilities, mainly the Blood Idol ability:
The Blood Idol disables an enemy for a duration of time
Enemies can’t move or attack while disabled
The Idol also allows players to preform finishers on disabled enemies with low health for an instant kill.
I created the ability using a combination of GAS and standard blueprints.
I also contributed the following:
Setup GAS for the project overall
Used for key player and enemy values such as Health, Blood (mana), and key ability values (cool downs, mana costs, etc)
Helped balance combat through a hits-to-kill perspective
Iteration 1
The first version was focused on getting the core components setup:
Setting up GAS, creating some key attributes like Idol health, cost, & cooldown length.
Creating a GAS ability for the idol and activating it.
Creating a reticle to aim where the idol will be spawned
Spawning the idol actor itself.
Iteration 2
The 2nd version focused on the enemy AI logic to disable the enemy.
The GAS ability spawns the Idol which applies a tag to the enemy. Once the tag is applied, the enemy plays an animation and enters a different state in its behavior tree.
Blood Idol Breakdown
The Idol ability logic is broken up into 5 main parts:
The Gameplay Ability
Aiming the reticle, checking for valid spawns, spawning the Idol.
Animations for the player casting, calling SFX & VFX events
Handles any cancelations or interruptions while the player is aiming.
The Blood Idol blueprint
Finding / detecting nearby enemies
Applying the disabled gameplay tag
The main character blueprint
Player input, events for post processing / camera effects
The main character animation graph
Blends the aiming animations with normal locomotion
A data table of GAS attributes
Contains the values for blood (mana) cost, disable duration, cooldown time, and more.