
DOOM ETERNAL GAMEPLAY SYSTEMS
OVERVIEW
This gameplay kit was created in the style of Doom Eternal, and emulates several mechanics present in the game. This project is planned for commercial release on Fab later this year. βAll of the gameplay systems were created by me.
OBJECTIVES
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Create a fast, responsive player controller
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Prototype unique weapons
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Develop responsive enemy AI
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Ensure the systems are modular and reusable
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Build with scalability in mind
REFACTOR
This project is currently being refactored. Weapon systems have been remade to share a parent class, and now use an array on the player to make adding new weapons seamless. UI and other player-facing interactions have been moved to the player controller, and the player blueprint is being made more efficient and readable.
βPlayer death events, and the glory kill functionality are next to be refactored. Specifically, the system will be rebuilt to facilitate any animations of a designers choosing, or auto-select from an established list.
WEAPONS
Heavy Assault Rifle
Instantiated bullets with travel time
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Shotgun
Line traced, with tunable parameters
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PLAYER
Movement
Fast, with double jump and air dash
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Systems
Health/ammo items, melee, glory kill
ENEMY AI
Scalability
Base class and behavior tree, custom tasks, child classes, and subtrees
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Abilities
Jumping, healing, attacking player
ENVIRONMENTAL
Movable Crates
Crates the player can melee to provide more platforming options
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Boost pads
Launch player upwards on overlap
Player Movement
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Double jumping with high aerial mobility
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Air dashing with a clamped velocity
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Two charges, which replenish on a timer when player is groundedβ
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Player Weapons
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Heavy Assault Rifle
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Instantiated bullets spawn at the muzzle of the weapon
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Shotgun
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Line traced, with range and spread tunableβ
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Melee
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Sphere traced, using animation notifies for the timingβ
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AI
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Structure
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Melee and Ranged enemies are children of the base enemy classββββ
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Melee
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Unique strafe behavior
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Ranged
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Unique healing and cover-finding behavior
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Enemies can be glory killed when punched in a stunned state
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Nav Links connect nav mesh spaces with dynamic jump height for enemies


Environment Mechanics
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Movable crate
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Moves to a predetermined location alterable in the details panel when hit with a melee from the right direction
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Bar swing
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Allows for greatly increased horizontal movement and replenishes double jump
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BLUEPRINTS
Right click and drag to move in the graph. Ctrl + Scroll wheel to zoom. Fullscreen is recommended.
Due to how the embedded website processes blueprints, some connections between nodes may appear skewed.
Player BP
Movement, melee, weapon switching, damage response, and on death event. β
Enemy Base
Contains logic pertinent to all enemy classes. Health bar orientation, damage response, death event, and navigation link function.
Enemy AIC
Handles perception and state switching on enumerators when opponents are sighted, heard, or when damage is taken.