Project Information
- Category: Unreal Engine 4 Game
- Language: C++
- Project Date: 08 July 2023
- Steam page: Steam URL
- Made by: Dark Moth Studios
A TopDown "Soulslike" game made with Unreal Engine 4
Invicta: The Next Queen is a top-down "soulslike" game inspired by titles like "Death's Door," "Tunic," and "Dark Souls." You play as the "Moma," a fierce warrior who, after losing a battle, dies and has their soul fragmented into pieces, each guarded by one of the seven deadly sins in Hell.
Your quest is to reclaim your lost soul, with one piece guarded by King Midas, the sin of greed. To recover it, you'll face off against King Midas and his soldiers in a deadly battle for your redemption.
This project was developed by a group of students from ESAT Valencia (Escuela Superior de Arte y TecnologΓa).
My Role in this Project
In this project, my main responsibility was implementing all in-game animations for every character provided by the artists. This included creating state machines, setting up blending and blend spaces (both 2D and 3D), allowing for smooth character movement in different directions such as forward, backward, left, and right. I also implemented layered animations, allowing for simultaneous animations, like blending a crouching animation for the lower body with a walking animation for the upper body.
Additionally, I handled the event system linked to animations, including using animation notifies in Unreal Engine to trigger actions based on specific frames within animations. I also worked on the implementation of projectiles and their unique trajectory behaviors, such as arc trajectories for fire projectiles.
Another important task I contributed to was the parry system, allowing players to reflect projectiles with their original trajectory. Finally, I helped develop hazard zones like fire, ice, and oil, which interact with both the environment and the player, adding another layer of challenge to the game.
Animations
Implemented all in-game animations, including state machines, blending, and event triggers.
Lock-on System
Designed and implemented enemy lock-on mechanics.
Projectiles
Created projectiles with fire, ice, and electric effects, including unique behaviors like arc trajectories for fireballs.
Parry System
Contributed to parry mechanics, allowing projectiles to be reflected with their original trajectory.
Effect Hazards
Developed hazards like fire, ice, and oil that interact with the environment and the player.
Combat System
Contributed to the combat system, including special attacks.
Portals
Developed a working portal system for fast travel and mechanics.
Special Attack: A lifesaver when you're surrounded! ![]() |
Turn the mages' projectiles against them! ![]() |