Almost 1.5 years ago, I and my friends started a project-game in Unreal Engine 5. The initial goal of this project was to create a framework in which we can practice our skills. After a while this project grew into something more. As part of the project I am designing and developing the entire codebase of the project including mechanics. I also maintain a page where I periodically share progress on our work.
Due to an agreement with my team, I can’t put all the game files in the public domain. But with a great pleasure I can show you all the developments when you call me.

Description of the mechanics used
- Enhanced Input for input mappings.
- Custom controllers for the player and for the enemies.
- A simple locomotion system for the player character.
- Custom system of interactions with objects.
- Custom projectile and hit-scan weapon system.
- Projectile weapons can spawn various projectile objects that can be easily customized.
- Gameplay Tags system.
- Used for convenient and easy mapping for complex systems like GAS.
- GAS system.
- Including Ability System Component and Attribute Set.
- Almost every action is Ability.
- The individual weapon acts as a “repository” for the character’s active abilities. When selecting a weapon, the player receives active abilities corresponding to the weapon.
- Gameplay Effects system.
- Custom procedure generation system.
- Used for level generation.
- Behaviour Tree System.
- Used for the logic of enemies.
- Custom dismemberment system.
- It was originally a plugin, but had to be modified to suit our needs.
- HUD for active abilities and Health bar.
- Custom event spawner.
- For example, for attacks by waves of enemies

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