
Salt & Silver
Combat Design
Introduction
We’re currently developing an action‑RPG where you play as a seabun traveling across the ocean as a merchant. Your goal is to sell your wares peacefully, but trouble begins to stir beneath the waves. As danger rises, the seabun steps in to help those in need, hoping to restore calm so he can continue his journey and trade freely.
Ability System
Player Combat
Equipment
The gameplay ability system is very similar to the GAS (Gameplay Ability System) were we have Gameplay abilities, Gameplay Cues, Gameplay Effect and Attributes. The Ability system is a component that you attach to any actor that needs to use ability. The ability is very simple the actor calls activate ability and drop down in the function choose which ability to activate. We will probably move to the GAS later on but for now this works since the games use minimal abilities. To use ability you will need to equip the trinket for that ability.
Thunder strike Ability-
This ability when Activated makes a raycast in front of you finding the ground once it reaches the ground sphere cast and whatever is inside takes damage. Impact point will always be 2000 Unreal units in front unless you lock on the enemy and the thunder will strike there.
HydroSpear Ability-
When activated, this ability launches a projectile straight forward from the player with no gravity affecting its trajectory. The projectile pierces through all enemies it hits, allowing it to damage multiple targets in a line, and automatically disappears after 5 seconds.
Shield Ability-
This ability when Activated will make the player vulnerable to damage for a small amount of time blocking all types of damage.
Hover ability-
When the specific trinket is equip and the player hold the jump it is able to hover as long as the player has stamina.
Double Jump Ability-
When the trinket is equip, the player can jump twice instead of one time.
Our combat system is built around the weapon the player has equipped. When the player attacks, the game checks which weapon is currently equipped and triggers the appropriate combo string for that weapon. Each weapon has its own unique combo animations, stats, and attack behavior, and equipping it grants the player access to that moveset.
During an attack, the animation montage plays through the combo sequence. As each animation notify fires, the weapon’s collision activates at the correct frames, allowing it to register hits and deal damage.
Rolling is another key part of the combat system. When the player performs a roll, they can dodge incoming enemy attacks. During the roll animation, a short window of invincibility is activated using montage notifies. This gives the player a few frames where they are immune to damage, making the roll feel responsive and reliable.
There are three main types of equipment in the game: trinkets, weapons, and consumables. Weapons determine the player’s attack patterns, speed, and damage, giving each one a unique combat style. Trinkets grant special abilities that enhance or modify the player’s gameplay. Consumables provide temporary benefits, such as healing, increased damage, or faster stamina regeneration.