top of page
Screenshot 2023-08-28 145620_edited_edited.jpg

SWORD OF CHAD

Project Overview

C++ | Unreal Blueprint

About

Sword of Chad is my first major personal project—a 3rd-person survival RPG where I've worked to recreate and integrate many of the mechanics and systems from some of my favorite games.

I ambitiously began this project in early 2021 with the goal of creating my "perfect game" while also expanding my skills and appeal as a full-time game developer. My vision was to combine the complex systems found in city-building and automation games with the immersive perspective and gameplay of a 3rd-person survival RPG.

While many features have been implemented, the project is currently on hold due to its ambitious scope for a single developer. I am now focusing on more achievable personal projects and pursuing community and professional roles in the industry.

Project Status | On hold
Role | Independent 
Software Used |
Unreal Engine 5.3

COMBAT SYSTEM

Combat System Overview
Ensuring that combat in Sword of Chad rewards skill was a major priority when designing the game's combat systems. I aimed for it to present a challenge at every level, while also scaling effectively with player progression in order to accommodate various RPG elements seamlessly. Striking this balance necessitated a fusion of gear and level empowerment with the natural abilities of the player, along with the careful design and implementation of combat mechanics. 

To achieve this, I prioritized realism in the combat system whenever possible. I developed ways to easily fine-tune armor and weapon attributes for defense and attack values, while also creating robust mechanics that allow players to overcome challenges through precise combat mastery. This design approach is reinforced by refining key factors such as optimal attack speeds, dodge i-frame timings, blocking and parry mechanics, momentary ability lockouts, animations, and accurate hit detection... To name a few.
Features
  • Directional Melee Attack / Block Logic
  • Ranged Attack Logic
  • Fluid Movement 
  • Precise Trace Logic
  • Ai Agent Integration 
  • Multiplayer Replication
  • Component Design
HighresScreenshot00001_edited_edited_edited.jpg

BUILDING SYSTEM

Building System Overview

My desire for player building in Sword Of Chad was to emulate the now very common and popular game mechanic seen in games like Valhiem and Conan while contributing my own personal touch. It needed to be enjoyable to use, fully taking into awareness the players quality of life while also reasonably providing as many construction options as possible. 

Features
  • Multiple Snapping Modes

  • Multithreaded Structural Stability Logic 

  • Simple Addition And Setup Of New Piece Types And Varieties

  • Modular C++ Component

  • Inventory, Crafting , And Ui Integration.

  • Multiplayer Replication

ArenaMap_edited_edited.jpg
Inventory | Crafting Overview
When designing the inventory system major focus was put upon quality of life for both in game play and further expansion and development. It features common game inventory functionality, integration with most game system logic, and is designed as a flexible C++ component that can be quickly added and configured to any player, NPC, container, or crafting station.
Features
  • Flexible C++ component
  • Easily expanded and maintained
  • Container inventories
  • Character menu and workbench crafting
  • Character equipment and quick slots
  • Multiplayer replication

INVENTORY | CRAFTING

bottom of page