Dark Souls Recreation in UE4




This fan project aims to recreate the flow and mechanics of the combat from the popular game series: Dark Souls. The player can lock the camera onto the enemy boss to keep track of them. A health bar also appears above the boss’s head indicating how much health they have. This health bar follows the boss as they move around.

Each attack drains the player performs drains the stamina bar which governs when the player can attack. When an attack lands a blood particle effect spurts out of the enemy based on what location the player hit. Some games will have the particle effect come out of the sword as it saves the time it would take to create the system where the particles spawn where the player hits. If I were to recreate this system I would have multiple collision meshes on certain points of the character, lower leg, thighs, chest etc that would spawn an emitter on certain parts of the skeletal mesh using the when actor overlap event trigger.

The enemy AI tracks the players position and changes its attacks according to the players distance from the enemy. Boxes and pillars dotted around the area are destructible meshes that crumble when impacted by the characters and weapons. 

The animations of the player character are purchased assets and the model and animations of the boss are ripped from Dark Souls 3. Evidentially the priority of this project was to recreate the AI and systems rather than creating and designing assets and animations. The arena is also function over form.

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