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Solus: Remnants of Attera
Solus_Wallpaper.png
Overview

Solus: Remnants of Attera is a narrative based, singleplayer action RPG set in a medieval fantasy world invaded by a massive alien civilization known as the legion.

Play as Ark, a young man with mysterious origins as he journeys to the edge of the world to fulfill the task entrusted to him by his late mother who passed as a result of the passing alien invasion on his village.

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The project has been in development for 6 months and is currently on hold.

My Contributions
Movement System

Also known as the player controller, the movement system is what allows the player to traverse across all sorts of terrain. It supports moving smoothly up & down slopes, climbing stairs and is capable of stepping above small objects on the ground. It also prevents the player from running against walls. In this case, if the player attempts doing so, the character will stand still instead of running against the wall. The player is also able to do jumps at certain locations which allows them to access otherwise inaccessible areas separated by a hole etc.

Combat

Combat is a combination of blocking, dodging, light attacks & heavy attacks. Concepts such as super armor and crowd control effects have also been explored & implemented.

For regular mobs, light attacks will flinch enemies if they do not have super armor but if they do, heavy attacks can break through that super armor to deal crowd control effects such as flinch. Blocking reduces damage taken but not all attacks can be blocked. Both blocking & dodging consumes stamina.

Dynamic Distance Covering System

The combat is complemented by a targeting system which allows players to automatically dash towards the enemy when they attack, similar to God of War 4. This allows players to retaliate quickly after dodging an attack and also allows them to engage the enemy as long as they are within engaging distance.

The targeting system calculates which entity is targeted based on a combination of factors such as camera facing direction, proximity to targets and whether the target is in front of the player or not.

HUD

The HUD shows the player's health & stamina. When enemies appear, only enemies targeted by the Targeting System will show their health bars. Enemies not targeted by the Targeting System fade in their health bar for a few seconds if attacked before fading out if still not focused at by the player.

Enemy AI

The following describes the Cylo AI, the only grunt mob that has been implemented into the game. When the player is spotted, they will approach & surround the player. They are capable of executing 2 attacks, a long range lunge and a short range slash. They can also occasionally block player attacks. However, there is a limit to the amount of attacks they can block consecutively and if the player is relentless, their block can be broken which will cause them to enter a downed state, leaving them vulnerable to attacks. When they are combo-ed by the player, they have an incremental chance to hop back & execute counter attack.

Combat Circle

The combat circle is a part of the combat experience as well as the enemy AI. It is what allows the player to fight amongst a large group of enemies without actually fighting against all of them at once. This gives the player the illusion that they are strong enough to fight against a pack of mobs on their own which in turn makes the player feel bad ass. In my implementation of the Combat Circle, the closest 3 enemies to the player are allowed to attack whereas the rest will stay back and wait for an opportunity to present itself, such as when the player decides to run away or when one of the Cylos hops back defensively.

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