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DOOM ETERNAL GAMEPLAY KIT

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OVERVIEW

This gameplay kit was created in the style of Doom Eternal, and emulates several mechanics present in the game. ​I initially created these FPS systems for an old project, but further developed them into a gameplay kit.  ​All of the gameplay systems were created by me. 

OBJECTIVES
  • Create a fast, responsive player controller 

  • Prototype unique weapons

  • Develop responsive enemy AI

  • Ensure the systems are modular and scalable

  • Facilitate building levels using these systems

Player Movement

  • Double jumping with high aerial mobility

  • Air dashing with a clamped velocity

    • Two charges, which replenish on a timer when player is grounded​

Player Weapons

  • Heavy Assault Rifle 

    • Instantiated bullets spawn at the muzzle of the weapon

  • Shotgun

    • Line traced, with range and spread tunable​

  • Melee

    • Sphere traced, using animation notifies for the timing​

AI

  • Structure

    • Melee and Ranged enemies are children of the base enemy class​​​

    • Melee

      • Unique strafe behavior

    • Ranged

      • Unique healing and cover-finding behavior

  • Enemies can be glory killed when punched in a stunned state

  • Nav Links connect nav mesh spaces with dynamic jump height for enemies

Environment Mechanics

  • Movable crate 

    • Moves to a predetermined location alterable in the details panel when hit with a melee from the right direction

  • Bar swing 

    • Allows for greatly increased horizontal movement and replenishes double jump

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. 

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.

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