Producer | Academic | Tech Designer
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
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Turn Based Combat System. (Ordering based on Monster Speed)
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Dynamic Camera Swapping System.
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Party System.
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Inventory System (Fully Exposed to the Editor for the designer to create as many items with as many effects as he wants to.)
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Monster Editor (Fully Exposed to the Editor for the designer to punch in P.ATK / P.DEF / S.ATK / S.DEF / SPD stats!)
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Ability Editor (Again, fully exposed for the designer to create his very own moveset for each monster!)
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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.)
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Damage Formulas (Based on Attack Power, Defensive Power, Hit Chance, Crit Chance and Elemental Affinity)
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Buff System.
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Stat Alteration Mechanics from Abilities (Increase or Decrease any Stat).
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Status Abnormalities (Poison, Stun, Paralyze, Doom, Regen, Reflect).
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DOT / HOT Spells.
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AOE / Party AOE / Single Allied / Single Enemy / Self Abilities.
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Combat Tooltip System.
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Damage Numbers overhead UI Widgets (Differentiated for Health and Mana, as well as Criticals)
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Audio & Particle Object Pool for Abilities and Global Audios.
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AI System (Based on Class Archetypes: Healer uses items and defensive spells, Mage uses offensive spells, and Warrior uses Melee)
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