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Combat System

2023 - 2024

C++

Unreal

Prototype

Passion

W.I.P.

This project started as a school project, but I had so much fun I wanted to see where it would go. I was assigned to research and prototype AI in games. I chose to research how the combat of Insomniac’s Marvel Spider-Man worked. The research can be found on my GitHub in detail.

GitHub repo arrow_outward
screenshot from combat simulation screenshot from combat simulation

The enemies are managed by a core manager that hands out action tokens based on the player circumstances. The enemies themselves will ask for tokens and once granted will perform their action. Based on circumstances, the token can be forcefully removed. Inactive enemies will have a higher chance of getting a token granted. Only melee enemies in range can ask for tokens. Ranged enemies have their own system. Without this the enemies will reposition onto a location best to encircle the player and make the combat most interesting.

screenshot from combat simulation screenshot from combat simulation screenshot from combat simulation

After creating the enemy AI, I wanted to experiment with animations and the actual combat. This is where I diverted from Marvel Spider-Man. This led me in many direction on how to make in game UI and creating events linked to animations. How an attack connects is very important melee combat seen a lot in RPG's. Many methods were tested and will be described in the future on Git.

There is a lot of room for expansion. In Spider-man enemies swap between managers depending on the weapon they have equipped. A ranged enemy that loses their gun will be transfered to the melee manager. These will be working points in the future. However my next step is to make the enemy hit the player and create a fast pace combat game with dodging and combos.

screenshot from combat simulation