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Aspect of the Ring

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In this world, willpower is strength. The manifestation of a soul - the Aspect - holds supernatural powers that can be harnessed by those strong in mind. What Aspects will you find in this fantastical world? And what will you do when the world is threatened by them?

Aspect of the Ring is the first Unreal Engine project I've worked on! I wanted to try and make a Pokemon-esque game, changing the turn-based combat found in the games into the more action-packed battles in the anime.

All of the assets I used were free, either from online tutorials or in packs on the Fab marketplace. I wanted to focus mainly on Blueprints with this project.

  • Developed an inventory system for collecting and managing Aspects, utilizing array-based data structures to efficiently store and access player-owned pawns.

  • Implemented enemy AI using Unreal Engine behavior trees, enabling autonomous decision-making, target selection, and combat behaviors.

  • Produced in-game cinematics using Unreal Engine level sequences, coordinating camera movement, animation timing, and narrative presentation.

  • Designed data-driven gameplay systems using data assets and enumerations, centralizing attributes and type-effectiveness relationships for scalable balancing and content expansion.

  • Archetected separate exploration and combat game modes, supporting distinct gameplay states and seamless transitions between navigation and encounters.

  • Integrated animation notifies to synchronize attack execution with character animations, ensuring accurate gameplay timing and visual feedback.

  • Implemented combat visual effects by integrating and configuring particle systems, enhancing attack readability and player feedback during battles.

While I learned a lot, it was also very clear that coding in UE is best achieved by combining C++ and Blueprints together, as my Blueprint nodes quickly grew to chaotic sizes.

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