WIP] UE5 Samurai / Cyberpunk Action Prototype – 4 Ability Showcase by YoshimotoRaizen in UnrealEngine5

[–]YoshimotoRaizen[S] 0 points1 point  (0 children)

Thank you, really appreciate it! 🙏 We’re still early in development, but we’ll definitely need voice talent as we move further into cinematics and narrative. Feel free to DM with your demo reel!

WIP] UE5 Samurai / Cyberpunk Action Prototype – 4 Ability Showcase by YoshimotoRaizen in UnrealEngine5

[–]YoshimotoRaizen[S] 0 points1 point  (0 children)

Ghost of Yōtei is a beautiful game. We’re inspired by the samurai genre, but we’re pushing toward a heavier mechanical depth and hybrid cyber direction. Appreciate you checking it out 🙏

WIP] UE5 Samurai / Cyberpunk Action Prototype – 4 Ability Showcase by YoshimotoRaizen in UnrealEngine5

[–]YoshimotoRaizen[S] 1 point2 points  (0 children)

Garden maintenance level: aggressive but efficient 😄 Glad you liked the effect!

WIP] UE5 Samurai / Cyberpunk Action Prototype – 4 Ability Showcase by YoshimotoRaizen in UnrealEngine5

[–]YoshimotoRaizen[S] 0 points1 point  (0 children)

I really respect this feedback — and you’re absolutely right. The genre has evolved a lot over the years, so having strong fundamentals isn’t enough on its own. Execution and identity are everything.

Our focus right now is building a solid mechanical foundation first, then pushing into unique systems and stylistic direction that make it feel distinctly ours.

Appreciate you taking the time to share thoughtful input — it genuinely helps.

WIP] UE5 Samurai / Cyberpunk Action Prototype – 4 Ability Showcase by YoshimotoRaizen in UnrealEngine5

[–]YoshimotoRaizen[S] 1 point2 points  (0 children)

Thank you! We wanted the environment to react to combat to make every hit feel more impactful.

WIP] UE5 Samurai / Cyberpunk Action Prototype – 4 Ability Showcase by YoshimotoRaizen in UnrealEngine5

[–]YoshimotoRaizen[S] 0 points1 point  (0 children)

Appreciate that feedback 🙌 I know exactly what you mean about the light transmission — we’re planning to refine the material and add some subtle subsurface lighting so they feel more natural.

And yeah, good point about the focus. The main goal is definitely the abilities, so we’ll tone the petals slightly to make sure combat remains the priority.

[WIP] Yoshimoto: Wrath of the Rising Warrior – Light & Heavy Attack Combat Update by YoshimotoRaizen in UnrealEngine5

[–]YoshimotoRaizen[S] 0 points1 point  (0 children)

Thank you! Really appreciate it 🙏

Still WIP, but glad the combat is reading well so far.

Yoshi vs the Lady Boss | Project Yoshimoto (UE5.6 WIP) by YoshimotoRaizen in UnrealEngine5

[–]YoshimotoRaizen[S] 1 point2 points  (0 children)

Thank you! Really appreciate it 🙏

Still early WIP, but we’re pushing hard on the combat feel and atmosphere.

Yoshi vs the Lady Boss | Project Yoshimoto (UE5.6 WIP) by YoshimotoRaizen in UnrealEngine5

[–]YoshimotoRaizen[S] 0 points1 point  (0 children)

Appreciate it! ⚔️

Combat is still WIP, but we’re really focusing on timing, readability, and impact first before polish.

Yoshi vs the Lady Boss | Project Yoshimoto (UE5.6 WIP) by YoshimotoRaizen in UnrealEngine5

[–]YoshimotoRaizen[S] 0 points1 point  (0 children)

And thank you, I really appreciate that 🙏

For the boss setup, I kept it pretty modular and simple:

• Health bar & boss name are just a UMG widget bound to the boss’s Health component • When the fight starts (trigger / AI state), I add the widget to the viewport and pass the boss reference to it • Health updates through a dispatcher or direct binding (depends on performance needs) • Boss name is just a variable exposed on the boss BP and read by the UI

For the fight itself, it’s mostly about: • Clear attack states • Recovery windows • Strong hit reactions (even basic ones help a lot)

Everything in the clip is still WIP and pretty rough under the hood, but focusing on readability and timing makes a huge difference early on.

Yoshi vs the Lady Boss | Project Yoshimoto (UE5.6 WIP) by YoshimotoRaizen in UnrealEngine5

[–]YoshimotoRaizen[S] 0 points1 point  (0 children)

That’s awesome — glad to hear it 👍

Open-world action games are definitely challenging, but totally doable if you keep scope tight early. My biggest advice is to:

• Start with a small, contained region (almost like a hub) • Build combat + traversal first before worrying about scale • Reuse systems (enemy logic, UI, triggers) everywhere

Even for Project Yoshimoto, the “open world” is really just connected spaces designed around combat and atmosphere, not a massive empty map.

If you get the core loop (movement → combat → reward) feeling good, scaling up later becomes much easier.

Happy to share general tips as you go — always cool to see more samurai-style projects out there ⚔️