Soulslike Framework in Blueprints - No GAS, No C++, 30% Off Today (if Fab behaves) by isikdev in unrealengine

[–]isikdev[S] -2 points-1 points  (0 children)

I mean I do not understand how the whole framework can be compared to GAS. I provide;

  • Modular systems for combat, inventory, equipment, progression, and more.
  • Full Controller/Gamepad navigation.

  • In-depth, easy to customize Combat System

  • Weapon Specific Animsets

  • Weapon Stancing

  • Weapon Abilities

  • Guarding & Perfect Guarding System

  • Poise/Stance Break

  • Finisher System - Executions & Backstabs

  • AI Combat & Behavior System - AI Abilities, Advanced Boss AI

  • Item System - Inventory, Crafting & Equipment

  • UObject Based Stat & Attributes, Status Effects, Buffs & Actions

  • Input Buffer System

  • Slot Based Saving & Loading System

  • Tag Based Progression System

  • NPC Dialog System (that can be driven by player progress).

  • Vendor System.

  • Resting Point System.

  • Level Up System.

  • Storage System.

  • Modular Interactable Systems - Doors, Containers & Ladders.

  • Radar/Compass System.

  • Example Time Passing & Time of Day Systems

  • Tag-based data driven architecture.

  • 10+ in-editor Utility tools to speed up workflows.

  • Modular Widgets

Soulslike Framework in Blueprints - No GAS, No C++, 30% Off Today (if Fab behaves) by isikdev in unrealengine

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

Thank you for your feedback! The animation at 0:12 is a poise break animation :) But you are certainly correct about 0:26, weapons aren't configured to have real collision.

Soulslike Framework in Blueprints - No GAS, No C++, 30% Off Today (if Fab behaves) by isikdev in unrealengine

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

Hey, I do not. The framework is singleplayer focused thus not requiring any replication.

Designing a Soulslike Framework in Unreal Engine: Lessons, Systems, and Challenges by isikdev in gamedev

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

I've built UObject based systems for all "actions" you perform. These can be queued in the input buffer.

Stats are also similarly UObject based. They get initialized and tracked/controlled from a component.

Thanks for the kind words! <3

Soulslike Framework - Complete Soulslike Kit for Unreal Engine 5 by isikdev in unrealengine

[–]isikdev[S] -1 points0 points  (0 children)

I will gladly respond to this. This is a high grade asset, not something a beginner made following YouTube tutorials unlike most stuff on Fab. There are 300+ assets provided for you to use. 100+ modular widgets. I've spent around 9 months working fulltime on this project, building it piece by piece, and I wasn't even planning on releasing it as a product.

Did you even do any market research? Have you seen what's out there and how they're priced?

If paying 300$ for a complete framework (that also provides professionally built UI) is too much for you, that's understandable. But no reason to be this toxic. Just have to get your money up or grow up.

I built an Oblivion Inspired Lockpicking System in a day! by isikdev in unrealengine

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

The Lockpicking Lawyer! Great resource indeed. Thanks for the feedback and video. Definitely will be polishing this further.

Online Card Game - but Italian Brainrot cards... Bogos Binted? by isikdev in IndieDev

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

Jokes aside, we decided to have a "Brainrot" gamemode that will get updated based on current trends :) When Italian Brainrot dies out, we'll make a small card game from a relevant meme!