I implemented a Weapon Switching system using data assets and a factory pattern. Items can grant abilities
A combo system was implemented using GAS which allows for students to create flexible combat systems, with cooldowns, precise timings and more.
WIP - GAS implemented plus ai attribute sets and simple death effects .
AI coming soon
We make use of crowd avoidance for the AI in the course which helps us deal with larger number of enemies in a better way.
Enemy logic also makes use of EQS for strategic positioning.
Sigil is a game I am creating as an educational project for Vertex School as part of Term 3 for the Game Development Program.
It uses an advanced locomotion system based on Lyra using Animation Layers and an Animation Layer Interface
It also takes advantage of the Gameplay Ability System (GAS) And is a mix of mostly C++ and some blueprint code utilizing market place assets that I have modified and optimized to showcase profiling exercises and examples.
The game is built on a modular framework and the intention is that students get a solid grasp of real world industry workflows while building their games in a data driven way.
We leverage Data assets heavily for character / item construction
We explore advanced concepts such as waiting to start the game until all required assets have finished loading asyncronously
There is a strong emphasis on performance throughout the course so that students are equipped with best practices such as object pooling , lazy loading and solid patterns for our architecture.