Soulsbourne Combat System
This is a test project I made utilizing animations from Mixamo, the "Pirate" character from the Unreal Marketplace, and the "Medieval Dungeon Kit" from the Unreal Marketplace. This project is an attempt to get a feel for the kineticism and fluidity that makes the Soulsbourne games' combat so engaging. This project is ongoing.

Combo System

Sample Fight
The biggest thing lacking at the moment is the fluidity that I praised the Soulsbourne games for, the movement is too sluggish and the animations hit very, very slowly.

The combo system is built around a series of delays. If the player doesn't input another light attack within the given timeframe, the Integer resets and returns to "Attack 1". At the moment, I feel as though the delays may be too long, as I test further I'll adjust.

This is the most basic EnemyAI I've ever put together, but it's functional enough to tell that sword works. In the future I'd love to experiment with the hearing aspect of PawnSense, I think it can make for some very creative encounters.