Souls-Like Action RPG Solo Development

Jesse Keal

Game Designer
Game Developer
Systems Engineer
Blender
C++
Unreal Engine
This is a Souls-like Action RPG I have been developing. All assets are either available for free (such as models and animations from Mixamo) or have been developed by me. All programing is my own work, although I have been keeping a list of credits for tutorials that I have followed or referenced.
At the time of this writing, the project has a single character that the player controls. The player character has the ability to dodge, attack, equip weapons, draw/sheath weapons and change between 3 stances (similar to the stance system in the game Nioh). Also player resources (Health, Shield, Stamina, and Energy) are implemented, including regeneration, and are tracked on the UI. Dodging can be set to use stamina or energy, and attacks use stamina. This all works in a single-player, standalone version, but I am currently in the process of extending client network prediction to include player resources and state to support client-hosted online multiplayer.
Shield, Health, and Stamina. (Energy is in another corner of screen where abilities will be displayed)
Shield, Health, and Stamina. (Energy is in another corner of screen where abilities will be displayed)
Dodge: The dodge system implements two-stage dodging, with the first stage being a standing dash and the second being a rolling dodge. If you do not have a weapon drawn or are in the Balanced Focus stance, the character performs a standing dodge followed by a rolling dodge. With a weapon drawn, if the character is in the Light Focus stance he performs only standing dodges and if the character is in the Heavy Focus stance he performs only rolling dodges.
Standing Dodge
Standing Dodge
Rolling Dodge
Rolling Dodge
Attack: The attack system supports different animations that are loaded from StanceData assets based on the category of the equipped weapon and the character's current stance. The system currently supports regular melee and alternate melee attacks that are executed using the Left Mouse Button or X Button on controllers for regular melee and the Middle Mouse Button or Y Button for alternate melee and attacking does consume stamina (the yellow bar in screenshot). The attacks can be executed in a combo and supports execution of regular and alternate melee attacks in the series.
Attacking with Stamina Cost
Attacking with Stamina Cost
Equipment: Currently equipment is limited to weaponry and equipping weapons is limited to debug buttons on the user interface and is limited to a sword and unarmed but is already set up to support any number of different weapons and weapon categories.
Debug Equip Buttons on UI
Debug Equip Buttons on UI
Stances: The stance system has the stances that the player can switch between: Light Focus, Balanced Focus, and Heavy Focus. Currently, the stances affect which animation set is being referenced, including basic movement animations, and how the character dodges. The player can change their stance by using K or Right Bumper + Right Dpad to cycle to a heavier stance or from Heavy Focus to Light Focus or by using L or Right Bumper + Left Dpad to cycle to a lighter stance.
UI Stance Indicator
UI Stance Indicator
A video showcasing the current state of the project can be viewed at this link:
Watch on YouTube
Also, I feel it is important to note that most of my work has been in C++, but that I am willing to work in Blueprint or make my work interact with Blueprint to the extent that it would be helpful to other developers as necessary or requested when working on other projects.
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