Combat & Traversal Prototype

Gameplay Systems Overview

This project focuses on building a responsive third-person traversal and combat experience inspired by parkour-based action games. The systems were implemented in Unreal Engine using Blueprints and designed to interact with one another to create fluid movement and coordinated enemy encounters.

The following gameplay systems were designed and implemented for this project.


AI Combat Coordinator System

System Summary

Implemented a centralized AI combat coordination system that manages multiple enemies engaging the player simultaneously. Instead of all enemies attacking at once, the system evaluates nearby AI, grants attack permission to one attacker at a time, and organizes other enemies into surrounding positions while they wait for their turn.

This creates controlled combat encounters that maintain pressure on the player while avoiding chaotic crowd attacks.

Directional Melee Combat System

System Summary

Implemented a directional melee attack system that selects different attack animations based on the player's movement input at the moment the attack is triggered. This allows the player to perform forward, backward, and side attacks, creating a more responsive and varied combat system similar to directional melee combat found in modern action games.

The system reads the player's movement input relative to the character's facing direction and determines the correct attack animation to play.

🛠Support Gameplay Systems🛠

AI Perception & Suspicion System

System Summary

Implemented an AI awareness system that allows enemies to detect, track, and react to the player based on visibility, distance, and suspicion buildup. The system supports gradual detection instead of instantly alerting enemies, creating a more readable stealth-to-combat flow.

Technical Highlights

  • Line-of-sight detection using trace checks

  • Suspicion meter that increases while the player is visible

  • Blackboard-driven AI state updates

  • Detection threshold that transitions AI from investigation to combat

  • Behavior Tree integration for patrol, chase, and attack states

  • Debug visualization for detection state and suspicion values


Wall Climbing & Mantling Mechanic

System Summary

Implemented a traversal system that allows the player to climb vertical surfaces, align to climbable walls, move along surfaces, and transition into mantle animations when reaching valid ledges. The system was designed to support smooth parkour-style movement while keeping player control readable and responsive.

Technical Highlights

  • Forward trace detection for climbable wall surfaces

  • Wall alignment using impact normals

  • Climb state handling to control movement and input

  • Ledge detection for mantle opportunities

  • Smooth transition from climbing into mantle animations

  • Animation integration for traversal state changes

  • State gating to prevent climbing, vaulting, and mantling from overlapping


Vaulting Mechanic

System Summary

Implemented a vaulting system that allows the player to smoothly move over low obstacles while maintaining forward momentum and responsive traversal flow. The system was designed to make movement feel more fluid while preventing traversal actions from overlapping with other player states.

Technical Highlights

  • Forward trace detection for vaultable obstacles

  • Height checks to validate whether an obstacle can be vaulted

  • Distance checks to ensure the player is close enough to vault

  • Animation montage integration for vault movement

  • State gating to prevent vaulting during attacks, climbing, or other traversal actions

  • Smooth transition back into normal movement after the vault completes


Grapple Hook Mechanic

System Summary

Implemented a grapple hook system that allows the player to target valid surfaces and quickly pull or launch toward them, creating faster traversal options and more vertical movement opportunities. The system was designed to work alongside the existing climbing, mantling, and vaulting mechanics without overlapping player states.

Technical Highlights

  • Trace-based targeting for valid grapple points

  • Surface validation before allowing grapple activation

  • Player launch movement toward the selected target location

  • Rotation alignment toward the grapple direction

  • State gating to prevent grappling during attacks or conflicting traversal actions

  • Smooth transition back into normal movement after reaching the target

  • Integration with other traversal systems such as climbing and mantling


Data-Driven Objective & Scenario System

System Summary

Implemented a quest and objective system that allows the player to receive, track, and complete multiple objectives throughout the prototype. The system was designed to support nonlinear quest progression, allowing objectives to be completed in flexible order while keeping the player updated through the HUD.

Technical Highlights

  • Quest objective tracking through structured quest data

  • Support for multiple active objectives at once

  • Nonlinear objective completion logic

  • HUD updates for active quest progress

  • Objective completion checks triggered by player actions

  • Quest state handling for active, completed, and incomplete objectives

  • Designed to support expandable quest types and future mission content