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Divinity (Clone Mechanic)

Third-Person RPG | Unreal Engine 5 | Solo Project

Project Overview

Divinity is a third-person combat prototype developed in Unreal Engine using Blueprints. The project focuses on exploring early clone-based combat mechanics, hit detection systems, and responsive melee combat interactions. It served as an initial experimentation ground for designing clone-driven attack concepts that would later evolve into more advanced systems in future projects.

Roles Played:

Gameplay Programmer (Blueprints)​

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As the sole developer, I designed and implemented all core gameplay systems, focusing on combat feel, hit response, and prototype clone mechanics.

Key Contributions for ​Gameplay Programming

Combat System Prototype

  • Implemented third-person melee combat mechanics

  • Developed a basic combo system with two attack chains

  • Created responsive hit detection using collision-based logic

  • Implemented hitstun and hit feedback systems for combat responsiveness
     

Clone-Based Attack Mechanics
 

  • Designed and implemented “extender” abilities to extend combo chains

  • Created systems where clones spawn, execute attacks, and fade out

  • Integrated clone attacks into combat flow and combo chains

  • Experimented with timing-based clone emergence for attack extensions
     

Combat Feedback Systems
 

  • Implemented hit indicators and visual feedback for successful attacks

  • Developed basic combat response timing (hitstun and reaction windows)

  • Improved combat readability through feedback-driven design

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Animation System Setup

I implemented the full Animation Blueprint and Blendspace setup from scratch to support third-person movement and combat responsiveness. This included configuring locomotion states, movement blending, and animation transitions to ensure smooth character movement and combat flow. While the animation assets and sword trails themselves were provided, I was responsible for integrating them into a functional gameplay-ready animation system.

Technical Highlights

  • Unreal Engine (Blueprints)

  • Melee Combat System

  • Collision-Based Hit Detection

  • Combo Attack System

  • Clone-Based Ability Prototype

  • Hitstun & Combat Feedback Systems

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Project Context

Divinity represents an early exploration into clone-based combat systems and responsive melee gameplay. The mechanics developed in this project directly influenced the more advanced systems later implemented in Fragmented.

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