A personal ARPG prototype exploring ranger combat, controller targeting, and reusable gameplay components.
Read the project ↗What I’m doing in this video
I start with the combat demo, then open the Blueprints and C++ classes behind it. Choose a timestamp to watch that part.
I show enemy damage, health loss, a mana-based shot and a regular arrow shot.
I show the character setup and C++ components for health and mana. Regeneration is not implemented in this version.
I explain the attack montage, then the upper- and lower-body blends in the Animation Blueprint.
I demonstrate moving around a target and explain nearest-enemy locking. Right-stick target switching is a planned addition.
I show individual C++ status-bar widgets for health and mana, assembled into a main HUD attached to the player controller.
I walk through projectile subclasses and explain where attacks, mana costs and inputs are configured. Attack icons are discussed as part of the intended HUD.
I discuss the cooldown work and planned projectile pooling. The current projectiles are still spawned directly.
I explain the base character, player and enemy inheritance, the GetHit interface and the attack component. Reusing the component across more character types is a future goal.



