GameplayAbilities Project

Description

For my first attempt at using GameplayAbilities, I began working on a Smite-style Third Person project. I created two different characters.

The first character, the fire character, had 4 abilities.
  • The first ability was a throwable fireball. The longer that you held the key to cast this ability, the stronger the fireball would get, up to a point. It did explosive damage to nearby actors.
  • The second ability was a ground pound. The character would jump up into the air, then do area-of-effect damage in a small radius.
  • The third ability purged any damage-over-time or other de-buffs.
  • The fire character's ultimate ability was a massive explosion. Once cast, he'd walk at a quarter of his normal speed for 2.5 seconds, then explode in a large radius dealing devastating damage.
The second character, the lightning character, also had 4 abilities.
  • His first ability was a chaining damage-over-time lightning bolt. It would deal 25 damage every second for 3 seconds. It would also chain to other actors and do the same to them. I ensured there was no way for it to chain back to someone who it had already chained to.
  • His second ability was a lightning bolt that slowed enemies to a tenth of their base speed for 3 seconds.
  • The third ability was a speed boost, and granted double speed for 5 seconds.
  • The fire character's ultimate ability was a weaker version of the fire character's. It slowed less, had less of a build up, and did less damage, but also had a quicker cooldown.

I also created a health and mana system, both of which regenerated over time. Each character also had their own UI and icon, which can be seen at the bottom middle and bottom left of the pictures, respectively.

I used built-in engine assets for this project. They belong to Epic Games.


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The lightning character's chaining ability.
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The fire character.
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The fire character's ground pound ability.
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The fire character's purge ability.
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The aftermath of the fire character's ultimate ability.
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I used data tables to set the starting values for each character.