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ELVEN RUINS

[TECH DEMO] Online Action RPG | PC

Unreal Engine | C++

Description

This is the final Tech Demo I had the chance and time to work on before I join the greek army, however, even though there was little time, I went full crazy mode, and wanted to work on something that involved real time action, co-op, RPG elements and AI via the Behavior System, and keep everything replicated on Server! That's how Elven Ruins was the ideal project, and the most difficult by far.

 

In Elven Ruins, you and a friend of yours control a High HP Warrior, Good at defending close range attacks, with high survivability when he uses his shield and a fragile Archer, adept at long ranged attacks, with high DPS output. Your goal is to fight through the groups of goblins blocking your way towards the ruler of the ancient Elven Ruins: The Orc Warlord!

Contribution

Solo Developer: Gameplay, UI, Animation, Audio, AI, Network Programming, Game Design

 

  • Dynamic Replicated HP Bars (On Screen and On World)

    • Replicated Server-Based Damage System (Calculates Attack of Attacker and Defense of Victim).

    • Damage Numbers.

    • Dual Bar System, Displaying Delayed HP Loss. (Yellow Bar that slowly follows Red Bar to indicate Dmg amount)

  • Unique Moveset for Warrior:

    • Melee Attacks via Raycasting.

    • Melee Attack Combo Mechanic.

    • Shield Defense Stance, reducing damage to 30% of original. (Worked with Vector Angles)

  • Unique Moveset for Archer:

    • Arrow Pulling, Aiming and Shooting.

    • Focus System which lets us take a closer look through a First-Person Perspective when shooting arrows.

    • Quiver Mechanic, limiting the number of attacks for the archer.

  • Potion Mechanic: Healing the user, while having a Cooldown and a limited potion supply. The Warrior naturally carries more.

  • Sound Effect Object Pool, Replicated on Server.

  • Goblin Enemies that have smart Aggro and AI System:

    • Originally patrol around their home location.

    • Aggro and attack you with melee attacks until you die or they move too far away from their home location.

    • Should the aggro "reset", they are immune to attacks until they return to their home location. They also get a HP refill.

    • They only attack if you are in their sight.

  • Boss Mechanics:

    • Replicated Mantine Cinematic broadcasting through both Clients.

    • Boss Chasing the closest player and whacks him with Sweep-Collision based Melee attacks.

    • Enemy Boss HP Bar connected with the boss itself.

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