Souls-like Gameplay Pack

Solo Project ● Unreal Engine Blueprints

Design Intentions

  • Create a modular souls-like gameplay pack using Unreal Engine 5.7 Blueprints for my Dark Souls III level blockout, Londor.

  • Replicate the feel of Dark Souls III by scripting core gameplay systems from scratch, including enemy AI, damage systems, item pickups, and spellcasting

  • Build systems to be highly modular, allowing them to be quickly placed in the level or added to the player through actor components

Blueprints

Enemy Spawner (Actor Blueprint)

Features

  • Spawns enemies at a designated target point in the level

    • Moving the target point automatically updates the spawn location, allowing for rapid iteration.

Player Combat - Actor Blueprint Component

Features

  • Sword traces for melee attacks

  • Enemy lock-on system

  • Spell casting mechanics

Enemy - Character Blueprint

Features

  • Sword traces for melee combat

  • Enemy AI behavior

  • Implemented animations

  • Spell casting for ranged enemies

  • Multiple animations and bleed buildup for strong enemies

  • Enemy health bar that updates in real time

NPC - Actor Blueprint

Features

  • Dialogue

    • Voice acting integration

    • Line skipping functionality

  • Variable behavior based on player decision

Bonfire - Actor Blueprint

Features

  • Sets player spawn point

  • Respawns defeated enemies

  • Replenishes resources: health, stamina, and mana

  • Restores flasks

Poison Status Effect - Actor Component Blueprint

Features

  • Poison builds up when the player stands in poison pools

  • Activating poison causes the player to take a small amount of damage per second for a set duration

  • Poison bar decays over time when the player is not actively standing in poison

  • Poison bar functions as a timer once poison is activated

  • Resting at a bonfire removes poison if poisoned and resets the bar to 0 if not

Bleed Status Effect - Actor Component Blueprint

Magic Projectile - Actor Blueprint

Health/Mana Flasks - Actor Component Blueprint

Item Pickup - Actor Blueprint

One-sided Door - Actor Blueprint

Illusory Wall - Actor Blueprint

Elevator - Actor Blueprint

Kick-down Ladder - Actor Blueprint

Fog Wall - Actor Blueprint

Death Rite Belle Weapon Art - Actor Blueprint

Features

  • Bleed builds up when the player is hit by enemies that inflict bleed (strong enemies and boss)

  • Activating bleed causes the player to take a percentage of their maximum health as damage

  • Bleed bar decays over time

  • Resting at a bonfire resets the bleed bar to 0

Features

  • Pulling the levers moves the elevator up or down if it’s not already at the player’s location

  • Highly modular design

    • Elevator direction can be changed via the details panel

    • Elevator travel distance can be set in the details panel

Features

  • Fog wall dissipates after the boss is defeated

  • Blocks player from passing until the boss is defeated

  • Resets upon player death

Features

  • Increases damage per hit while draining a small amount of player health per second for the duration

  • Consumes mana to activate

  • Deactivates upon resting at a bonfire

Boss - Character Blueprint

Features

  • Sword traces for melee combat

  • Enemy AI behavior

  • Implemented animations

  • Bleed buildup on hit

  • Phase 2 behavior: katana ignites with black flame, increasing damage per hit

  • Boss health bar that tracks and displays remaining health