Light and heavy attack using input timing, montages, and gameplay tags. Includes air combos and slam attacks.
Light and heavy attack using input timing, montages, and gameplay tags. Includes air combos and slam attacks.
Gameplay Ability System (GAS)
Every action (attack, parry, rage, death) is a GAS ability with activation logic, tag requirements, and animation control.
Every action (attack, parry, rage, death) is a GAS ability with activation logic, tag requirements, and animation control.
Combo Counter
Dynamic multiplier formula based on hit count, move variety, and decay — styled like Metal Gear Rising & Devil May Cry.
Dynamic multiplier formula based on hit count, move variety, and decay — styled like Metal Gear Rising & Devil May Cry.
Targeting System
Hard/soft lock mechanics with different logic for KB&M and controller. Timer-based camera tracking for performance.
Hard/soft lock mechanics with different logic for KB&M and controller. Timer-based camera tracking for performance.
Action Camera
Executions and perfect parries blend into cinematic slow-mo with camera position calculation.
Executions and perfect parries blend into cinematic slow-mo with camera position calculation.
Challenges & Solutions
Preventing Boost Spam
If player spammed jump/dash, a block tag was applied, disabling boost abilities. Timing input correctly rewarded activation.
If player spammed jump/dash, a block tag was applied, disabling boost abilities. Timing input correctly rewarded activation.
Unified Input System with Dynamic UI
Set up Unreal’s Enhanced Input System to support both controller and keyboard/mouse with a single input mapping. Paired with Common UI’s Action Widgets, the UI auto-updates button prompts.
Set up Unreal’s Enhanced Input System to support both controller and keyboard/mouse with a single input mapping. Paired with Common UI’s Action Widgets, the UI auto-updates button prompts.