lords of the fallen 2 - cancelled
Defiant studios
July 208 - April 2019
Lords of the Fallen 2 was a Souls-like Action RPG I worked on while at Defiant Studios. I worked as a gameplay programmer for almost a year until our vertical slice was not approved and the studio was forced to close.
My Role
I worked as a gameplay programmer on the game and took on a variety of tasks focused around combat. I worked on the following features:
Player attack combos
I didn’t do the initial player combo implementation, but I worked on modifying the combo system to allow different attack sets to combo together, to enable light attacks to combo into heavy attacks and vice versa
Player backstab feature
If the player attacked an enemy from behind, a synced animation would play between the player and enemy executing a special attack
Player demon transformation
The player could transform into an existing enemy type and perform the attacks of that enemy
Enemy dismemberment
On certain attacks the enemy would become dismembered, spawning a ragdoll limb and masking the mesh to reflect the injury
The enemy would also change it’s behavior and attacks to account for the dismemberment and would also die after a set time due to bleeding out
Enemy projectile aiming
Ranged enemies aimed using a function that would predict where the player would be according to their current direction and speed and also accounting for how long the projectile would take to reach the predicted location.
Technology
Unreal Engine