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Eternal Order

Length: 2 months

Goal: Learning

Type: Personal

Design: ARPG, Rogue-lite, Procedural Dungeon Crawling

Roles: Systems Engineer, Game Designer, Level Designer, 3D Artist, VFX Artist

Engine: Unreal Engine 5.5

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Breakdown

AI

The AI of the enemies runs on the AIPerception System and Behavior Trees. I used the BlueprintTasks to handle logic for different action types like "PlayAnimation" or "DecideNextAction".

Combat

The Combat runs off an Actor Component that I can attach to the Character that I want to initialize combat with. In their animation blueprint is where the attack is handled through AnimNotifies. I also utilized the Engine Collision to set up trace types and collision presets for quick access and utility.

Abilities

The Ability System runs off an Actor Component also. The Shrines hold the abilities and the player when interacting will receive a random Ability and attach that ability to the player. After the shrine has given the ability, it then removes it, so that the player doesn't have an issue getting multiple of the same.

Core Mechanics

The player has a sprint, dodge, melee attack, ranged attack and a heal. Each runoff AnimNotifies for things like "Invulnerability Frames", "Cast Time", or "Trace Time"

Proc Dungeon

The procedural Dungeon produces the rooms in a randomized order with an "Entrance Room" to determine start location and a "Boss Room" to determine end location. The rooms have traps, loot, shrines, enemies and ritual sites. The ritual sites are required to be destroyed before the player has access to the boss room.

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