ACRPG is a solo Unreal Engine (5.4) prototype focused on exploring melee combat systems inspired by the modern God of War games, with a strong emphasis on learning and implementing Unreal Engine’s Gameplay Ability System (GAS) Architecture.
As the sole programmer, I designed and implemented the Project’s gameplay systems and ability framework from the ground up. This includes creating a custom Ability System Component and developing a Startup Data Asset system that is responsible for granting abilities and spawning equipment during the Player Initialisation. Using the system, the player automatically receives an axe weapon through the dedicated SpawnAxe gameplay ability on startup.
The project primarily focuses on prototyping responsive melee combat, rather than creating a full gameplay experience. The combat system currently features a chained combo structure consisting of 3 light attacks, which are followed by a heavy finisher attack, triggering a brief time-slow effect at the peak of the swing to enhance impact and game feel.
The project strengthened my understanding of Unreal Engine’s Gameplay Ability System, gameplay architecture, combat prototyping, data driven systems, and responsive melee combat design.