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MONSTER COMBAT

[TECH DEMO] Turn Based RPG | PC

Unreal Engine | C++

Description

As a kid I always enjoyed turn based RPGs (or if I may say, JRPGs) like Final Fantasy or Shadow Hearts (My personal fav.), and I got to blast off my creativity off at RPG Maker, but now I am a grown developer, why shouldn't I build a Turn Based Combat Engine on my own?

 

That's what happened with Monster Combat! In Monster Combat, you control a 3-Monster party of a Werewolf, a Red Drake and a Treant versus the AI-Controlled Party consisting of a Mummy, a Troll and a Hydra. Each monster has a specific move set, a specific elemental affinity (which exposes them to certain spells / abilities) and the goal is pretty simple: Destroy the other party before they destroy you!

Contribution

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

 

  • Turn Based Combat System. (Ordering based on Monster Speed)

  • Dynamic Camera Swapping System.

  • Party System.

  • Inventory System (Fully Exposed to the Editor for the designer to create as many items with as many effects as he wants to.)

  • Monster Editor (Fully Exposed to the Editor for the designer to punch in P.ATK / P.DEF / S.ATK / S.DEF / SPD stats!)

  • Ability Editor (Again, fully exposed for the designer to create his very own moveset for each monster!)

  • Elemental System (Based on the 4 Elements of Nature, Earth, Air, Fire and Water, a monster can have an affinity towards a specific element which is then used along with the affinity of each ability to determine extra damage. For example a Fire-Type attack would do x2 Damage to Earth-Based creatures, while a Water-Based attack would do x0.5 Damage to Earth.)

  • Damage Formulas (Based on Attack Power, Defensive Power, Hit Chance, Crit Chance and Elemental Affinity)

  • Buff System.

  • Stat Alteration Mechanics from Abilities (Increase or Decrease any Stat).

  • Status Abnormalities (Poison, Stun, Paralyze, Doom, Regen, Reflect).

  • DOT / HOT Spells.

  • AOE / Party AOE / Single Allied / Single Enemy / Self Abilities.

  • Combat Tooltip System.

  • Damage Numbers overhead UI Widgets (Differentiated for Health and Mana, as well as Criticals)

  • Audio & Particle Object Pool for Abilities and Global Audios.

  • AI System (Based on Class Archetypes: Healer uses items and defensive spells, Mage uses offensive spells, and Warrior uses Melee)

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