Project Overview
Swordslike is a multiplayer souls-like action game with tactical combat at its core. Players choose unique characters with different stats, weapons, and play styles.
I developed the game in Unreal Engine 5 with C++, leveraging Unreal's replication system and Steam integration for multiplayer support, which is an aspect of game development that I meant to learn for a while. The project highlights both technical engineering and gameplay design since I'm a big fan of Soulslike as a genre.
Role: Gameplay Engineer
Game Engine: Unreal Engine 5
Programming Language: C++
Technologies: GitHub, Rider
Platform: PC
Date: 2025 – Ongoing
Multiplayer & Steam Integration
All core gameplay mechanics are multiplayer-ready via Unreal's replication.
The game then uses the Steam Online Subsystem for matchmaking and supports both LAN and online sessions.
Lobby System
After joining a session, players enter a lobby where they can view and select characters before gameplay begins.
Weapon Combo System
Weapons feature unique combos made up of animation montages with notifies driving core functionality:
- Attack Notify – triggers weapon hit detection
- Input Notify – queues next combo attack
- Next Attack Notify – executes queued attack
- Attack Indicator Notify – shows parryable attack cues
- Trail Effect Notify – activates particle trails
- Root Motion Disable Notify – adjusts direction during combos
Attack Indicators
Visual cues slow down animations slightly, giving defenders a clear signal for parry timing without reducing responsiveness for the attacker. It is partially inspired by how Assassin's Creed does it when enemies attack.
Lock-On System
A staple of souls-like gameplay, the lock-on system tracks enemies and disengages when targets move out of range, become obstructed, or are defeated.
Parries & Posture
Parries disrupt enemy combos and damage posture on perfect timing (Sekiro-inspired style). Mistimed parries cause posture damage to the defender, with severity based on timing accuracy.