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Unreal Practise - Loot System and RPG Stats

A series of smaller projects I did in Unreal while following tutorials and improvising where I could.

The goal was to recreate/iterate on the loot system for Darksiders 2.

In doing so, I learned a lot about Unreal and I hope to use it in future projects - either revisiting parts of this one or entirely new ideas.

Prototype Loot Spawning

Prototype Loot Spawning

Blueprint for how Luck stat adjusts Droprate. Luck reduces the droprate of lowest rarity loot, and distributes it to remaining rarities. When the lowest rarity reaches 1%, this process repeats for the next rarity and so on. The amount of Luck required to

Blueprint for how Luck stat adjusts Droprate. Luck reduces the droprate of lowest rarity loot, and distributes it to remaining rarities. When the lowest rarity reaches 1%, this process repeats for the next rarity and so on. The amount of Luck required to

Prototype Skill Trees

Prototype Skill Trees

Prototype Equipment Screens

Prototype Equipment Screens

Experiments with Modular Designs

Experiments with Modular Designs

Modular Weapon Development

Modular Weapon Development

Modular Weapon - Final Test Stage

Modular Weapon - Final Test Stage

Armour Generation Tests

Armour Generation Tests

Weapon Generation Tests

Weapon Generation Tests

Weapon Generation Tests - Further examples

Weapon Generation Tests - Further examples

Weapon Name Generation Blueprint

Weapon Name Generation Blueprint