Physical Address
304 North Cardinal St.
Dorchester Center, MA 02124
Physical Address
304 North Cardinal St.
Dorchester Center, MA 02124
Role: Systems Designer | Technical Designer | Level Designer
Genre: Third-Person | Action | RPG | Fantasy
Platform: PC/ Console
Release Date: In-Development
Knight’s Redemption is a personal Fantasy Action-RPG game that I’m working on. The game centres around a disgraced knight, who ventures into Purgatory to free the souls of his fallen comrades. The Melee Combat System is the core system around which the game is built on.
I was responsible for designing and developing the entire system, the Blueprint Scripting, and Technical Design for the project.
All assets and particles used are kitbashed from the Unreal Marketplace and Megascans. Sounds from Freesound.org. Animations from the Paragon Greystone pack and Mixamo.
Playable Prototype available on itch.io.
Knight’s Redemption revolves around a Melee Combat System consisting of a Light Attack, Heavy Attack, Dodge and Block.
While advanced combat systems allow multiple ways of fighting, due to the limited time and resources at hand, I stuck to building a system around a head-on melee combat system where the player uses just a sword and a shield.
A good melee combat system should provide the player some variety in the way they deal with an encounter, as well as some depth of mastery engrained in the system for more advanced players.
With that in mind, I broke down the system into three main parts- Attack, Dodge and Block.
There are two main mechanics that directly come under the ‘Attack’ component of the Combat System.
The total damage caused by an attack is a product of the Base Damage of the attack, the Character’s Strength Stat, and any temporary Attack Multiplier.
Total Damage = Base Attack Damage * Strength Stat * Attack Multiplier
The speed of each attack animation is based on the Character’s Speed stat.
Light attacks are fast attacks that do lower damage.
Light attacks done consecutively without interruption result in a combo sequence of up to 3 hits, with each successive hit being slightly more powerful.
The player’s sword applies damage to any actor that can receive damage only within the Attack Frames.
The next hit in the combo sequence is executed when the player hits the attack key within the Combo range Frames. The combo sequence implemented is restricted by the availability of appropriate attack animations.
While executing the light attack, the player can still move around, allowing the player to move to more advantageous positions while continuing to attack.
A light attack can also be canceled by with a block or dodge. This allows the player to avoid receiving damage if the enemy attacks while the player is attacking.
Thus, the intent of the light attack is to allow the player to perform low damage attacks quickly and with lesser vulnerability to being attacked. It is a low risk-low reward means of attacking.
The Heavy attack is one slow, yet powerful attack that does significantly higher damage.
Each Heavy attack also reduces 25 stamina, ensuring that the player cannot spam the heavy attack continuously.
Hitting an enemy with a heavy attack also causes them to get stunned for 2 seconds.
While executing a heavy attack, the player will not be able to move, nor will they be able to cancel the attack with a dodge, block, or light attack.
Receiving damage during the build-up period of the heavy attack would result in the heavy attack being cancelled while the player still loses 25 stamina.
Thus, a heavy attack allows for a player to execute a slow attack that performs high damage, while making the player more vulnerable to damage due to the inability to move, dodge, or block and there is also a stamina cost to consider. Thus, it is a high-risk-high-reward means of attacking.
The dodge component of the melee combat system consists of a single dodge mechanic.
By pressing the dodge button, the player initiates a roll dodge that makes the player impervious to damage while the dodge animation is playing.
The dodge component of the melee combat system consists of a single dodge mechanic.
By pressing the dodge button, the player initiates a roll dodge that makes the player impervious to damage while the dodge animation is playing.
While being in the enemy attack range, if the player dodges their attack at the right time, a perfect dodge is executed, which doubles the player’s current attack multiplier for 3 seconds.
Attack multiplier = Attack multiplier * 2
This adds some element of mastery in the dodge mechanic by giving an advantage to players who nail the dodge timing.
While the player is dodging, they will be incapable of blocking, attacking, or moving in any other direction.
The block component of the melee combat system consists of a single block mechanic.
By pressing and holding the block button, the player raises the shield to block attacks. On releasing the block button, the player drops the shield.
While the player is blocking, the temporary defence multiplier is increased to 10. The total damage the player receives is the damage caused divided by the defence multiplier.
The block component of the melee combat system consists of a single block mechanic.
By pressing and holding the block button, the player raises the shield to block attacks. On releasing the block button, the player drops the shield.
While the player is blocking, the temporary defence multiplier is increased to 10. The total damage the player receives is the damage caused divided by the defence multiplier.
When the player blocks an enemy attack at the right time, they initiate a perfect block.
A perfect block not only blocks the enemy attack without the player receiving any damage, but also causes the enemy to be stunned for 2 seconds.
In this time, using a light attack causes the player to kick the enemy back 20 units while causing 20 damage to the enemy. This can be used by the player to kick the enemy into the various traps placed around the level, that either damage or kill the enemy.
This again adds some element of depth and mastery to the block by rewarding players who manage to nail the timing of the block with more attack variety.
What makes a combat system really click is the game feel associated with using it. This is achieved at the basic level by implementing a feedback system integrated along with the melee combat system. This feedback system is achieved with visual, sound and gameplay elements in all components of the combat system.
While executing light attacks, there is a very brief time dilation that occurs the moment the attack connects with anything that can be damaged. This is to emphasize the weight of each attack. Additionally, there is also an impact particle that spawns at the point of contact of the attack.
Heavy attacks do all that and add a camera shake at the end as well to really drive in the weight and power of the heavy attack.
Whenever the player executes a perfect dodge, there is a brief time dilation that makes the dodge seem more epic. The player’s sword also spawns a power particle effect right after to indicate that there is a temporary attack buff.
While the player is blocking attacks, sparks occur from the shield to indicate that the attack struck the shield. While executing the perfect block, the shield sparks and a loud metal strike sound occur together to again really sell the block.