Dungeon Slash

I created Dungeon Slasher in Unreal Engine primarily using C++ and a small amount of Unreal visual scripting language blueprint. I love melee combat in video games, so I attempted to create my own! The combat is methodical, where the player must time their blocks to the enemy attacks, as blocks cannot be held. Attacking and blocking consume stamina, but attacking costs much more, so the player is punished for spamming their attacks. This encourages a back-and-forth between attacking and blocking. The enemies have basic AI, which allows them to patrol and chase the player when they enter their cone of vision. When within range, the enemy will begin their attack windup, and once they have reached the attack of the animation, a line trace will be drawn forward. If the line trace hits the player, the enemy class casts to the player class to determine whether they are blocking, and then the appropriate functions are called. The code is shown below. Player attacking works similarly. Check out the GitHub Repository below if you’re interested! To keep on track during this project, I used Jira to prioritise tasks, a Gantt chart to have a complete development timeline and GitHub to have source control.

To view the Dungeon Slash GitHub repository