Prototypes & Systems

Core gameplay mechanics and technical systems driving the Veilbound experience

Combat & Traversal System

Sword Combat & Traversal Prototype

Unreal Engine - Core Player Controls

Goal: Prototype core player controls for an action-adventure/RPG experience, focusing on fluid melee combat and responsive traversal mechanics that feel intuitive and engaging.

Combat System

⚔️
Three Distinct Sword Attacks
Chained combo system allowing for varied attack sequences and tactical combat flow
🦶
Kick Mechanic
Interrupt enemy actions and break guard states for strategic combat advantage
🗡️
Assassinate Move (Right-Click)
Contextual high-damage strikes for stealth and tactical elimination

Traversal System

🏃
Custom Movement Script
Smooth, responsive player control with optimized input handling
🦆
Crouch System
Stealth mechanics and enhanced mobility in confined spaces
🤸
Vaulting Mechanics
Seamless obstacle navigation to expand exploration and encourage emergent gameplay

Design Focus

  • Tested combat rhythm and responsiveness through varied attack timing and combo windows
  • Explored player freedom and mobility with crouch/vault systems to encourage emergent play patterns
  • Balanced combat fluidity with tactical depth through interrupt and contextual attack mechanics

Next Steps (Future Expansion)

  • Integrate weight systems to balance combat vs. traversal decisions
  • Integrate far ranged attacks to account for different playstyles
  • Add enemy AI with adaptive reactions to player movement and attack patterns
  • Iterate on level design challenges (obstacles, stealth spaces, combat arenas)
  • Implement weapon variety and upgrade systems for deeper combat customization

Additional Systems in Development

More gameplay systems are currently being prototyped and refined, including adaptive AI behaviors, spirit companion mechanics, and environmental interaction systems. Each prototype builds toward the complete Veilbound experience, with detailed documentation and video demonstrations coming soon.