A demo-length third-person action RPG built in Unreal Engine 4 with C++, centered on Souls-like combat and dungeon exploration. A centralized AI combat director coordinates six enemy types — each with distinct behaviors, models, and animations — pacing their engagements with the player. Character systems span a modular equipment architecture across 15 slots, an inventory managing both slot capacity and carry weight, with a stamina economy gating every combat action. Players start unarmed in dungeon depths and fight upward, collecting gear, unlocking checkpoints, and building toward a boss encounter.
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Players fight through dungeon floors of increasingly dangerous enemies, equipping collected weapons and armor, managing stamina for every combat action, and breaking enemy posture to land finishing moves.
- Six enemy AI types with distinct behaviors, coordinated by a centralized director that grades positioning and paces engagements
- Combat director scores each enemy by camera-relative positioning and time since last attack, issuing attack commands on a tunable delay to create paced, deliberate encounters rather than simultaneous rushes
- Poise and stagger system tracking cumulative hit impact — enemies stagger when poise breaks, opening a finishing-move window
- Stamina economy gating attacks, dodges, blocks, and sprints, with action-specific costs and recovery delays
- Modular equipment architecture across 15 character slots with data-driven stat effects and real-time mesh swapping
- Reusable inventory component tracking slot capacity and carry weight, shared across player and lootable containers
- Engine: Unreal Engine 4
- Languages: C++
- Visual Scripting: Blueprint
- Version Control: Perforce



