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