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About
Shards of the Banished is a soulslike where you play as a dethroned king that needs to reclaim thier kingdom. With the help of crystal power the king takes travels through multiple dangerous areas.
In this project I learned more about Unreal​ Engine's different systems like widgets and how data assets can be used. I also learned more about controller input for both gameplay and UI.
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Itch Link: https://greenbeamstudio.itch.io/shards-of-the-banished
Contribution
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Experience and Skilltree
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UI
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Weapon Effects​​​
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Support for controller
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Programming
Skilltree
In the project, I created a modular skill tree that allows my designers to add and modify skills however they want. The skills are made up of data assets that store all relevant information, such as their cost, requirements, and connections to other skills.
​The first GIF shows the initial prototype, demonstrating how the lines adjust their behavior when a skill is modified in the tree. This is achieved by overriding Unreal's NativePaint function, which allows drawing within widgets. The function enables Unreal to render lines between different objects inside the widget, as seen in the GIF.
In the second prototype, I made the lines smoothly transition (lerp) when clicked, helping the player visualize different branching paths in the skill tree. I also implemented the ability to add multiple levels to the same skill. Lastly, I added a confirmation button as an accessibility feature for upgrading skills, reducing the chance of accidental upgrades when spending souls.
Skilltree Prototype 1

Skilltree Prototype 2

Weapon Progression Prototype

Weapon Upgrades
Our game revolves around two weapons: a light weapon and a heavy weapon. The differences between them include damage, combo sequences, and certain skills that can only be used when the respective weapon is equipped.
I developed the weapon upgrade system. When a sword is upgraded, the system enhances the weapon material, making it more emissive. This ensures that the player not only feels the increased damage but also sees it through a glowing weapon and corresponding visual effects.
The system works with all weapons, and designers can adjust both the damage and the emissive intensity.
Leveling & Stats
I also created a leveling system where enemies drop souls as currency for the player. When the player has collected enough souls and saves the game, they can purchase levels, similar to a classic Souls game.
The upgrade stats screen was scrapped, but the stats are still in use. Instead, the menu was reworked into the skill tree, which you can read more about above.
Old Upgrade

FGA Awards

Team
We are a large team of students who have dedicated some of our free time to developing this game. Many of the developers previously worked on my earlier project, RoboRun. Daniel Alvarado serves as the Product Owner and is the key motivator behind the project, driving its ambitious combat mechanics and broad scope.
Everyone in the team is highly motivated to make this a great game, and it really shows in our gameplay. Our current plan is to complete the project by May 2025.
I don't have the full credits list yet, but stay tuned for updates!
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