Atlas: Defender of Dungeons
Overview
The Idea
My vision for this game was to create a top down RPG Game using Unreal's Gameplay Ability System. I wanted it to be a Dungeon styled game where there player works their way through dungeons with different difficultys and boss fights. The player can then unlock new abilities, upgrade abilities, and upgrade their attributes using points gained on levelling up.
Skills Used
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Unreal Engine 5
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C++
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Blueprints
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Gameplay Ability System
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Git
What I Learned
When I started this project I had no knowledge of how the Gameplay Ability System worked in Unreal. Before beginning the project I spent time reading over the documentation of the system and watching videos on how to implement the system for an RPG styled game. This project pushed me to independantly learn a complex system which could then be used in future personal projects and in a professional setting.
Links
Key Technical Systems
Gameplay Ability Implementation
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Custom Attribute Sets with 4 primary attributes and derived secondary attributes using attribute callbacks
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12 Gameplay Abilities using Gameplay Effects for damage, cooldowns, and resource costs
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Attribute-based damage scaling (Fire/Lightning/Arcane scale with intelligence)
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Critical hit system using Gameplay Tags and custom Gameplay Effect Executions
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Probabilistic debuff application per ability
Enemy AI Architecture
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3 enemy archetypes with specialized attribute sets and level-scaling via data tables
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EQS integration for tactical positioning and target selection with NavMesh pathfinding
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5 enemy variants with AI state machine synchronized to animation blueprints
Character Progression & Persistence
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Attribute upgrade system with automatic secondary stat recalculation in GAS
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Checkpoint based save system using SaveGame serialization with full player state storage
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XP tracking, level-up system, and level-gated ability unlocks
UI & Ability Management
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Dynamic spell menu with runtime input rebinding stored in save data
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Real-time tooltip calculations bound to attribute changes via delegates
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HUD widgets synced to GAS attributes for health/mana/cooldowns
Level Design & Player Systems
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Modular dungeon framework with environmental hazard volumes using Gameplay Effects
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Dual input: WASD movement & click to move pathfinding
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Camera occulusion system using line traces with dynamic materialfading
In Game Look
A dungeon crawler RPG built with Unreal Engine 5's Gameplay Ability System, featuring attribute based character progression and tactical ability management





