Before I started it, I had no idea what an ER-like game required. It took me a long time to realize that you need a specific type of animation to make it feel like an ER game. After a difficult period, I am still unable to recreate the feeling of an ER (of course it is too hard, but it is my goal). Yeah, I made this repo to apply for some jobs, but to be honest, I'm not impressed with the outcome, so I doubt it will impress any recruiter.
So, what to do now?
I will extract the model and animation from ER, and put some of them in UE5. Re-create the combat. Yeah, it will take much time but it will produce much better result, I believe.
This project was created using both C++ and Blueprint in UE5 (5.0.3). The majority of the base classes are written in C++ and the details are updated using Blueprint.
The main character is Gideon from Paragon.
Click to see a Youtube video
- Third-person Action Character Movement
- Action System (similar to Gameplay Ability System in design)
- Magic Projectile Attack
- Roll to dodge (soul-like roll)
- Turning player when attacking.
- Animation notify system (mostly for attacking)
- Lock on target: you could lock and switch target
- AttributeComponent (Holding health etc.)
- Heavy use of Events to drive UI and gameplay reactions.
- Mix of C++ & Blueprint and how to combine these effectively.
- AI
- 2 types of Minion AIs with Behavior Trees: Melee and Ranged (Action list: Roam, See, Get hit react, Chase, Attack).
- C++ & Blueprint Custom Behavior Trees Nodes
- EQS for attack/cover locations by AI Powerups
- UI elements for player attributes and projected widgets for enemy health.
- UMG Main menu
Most of assets are free contents on Unreal Marketplace. I also extract and put here some assets from DotA2 (will remove them later).
Will add it later. I use 2 plugins so it could be a little bit different from normal build.