Overview
System Goals
For this project, I wanted to learn more about RPG-style inventory systems in Unreal Engine and how to showcase my UI design skills during gameplay, and it ended up being a lot of fun to make. Here is a collection of the systems I have made:
- Player Item HUD: Displays player health, stamina, and items.
- Interaction system for items, chests, and world objects.
- Inventory Menu with Armor, Consumables, and Ammo equipment.
- Equipping Items and Item Descriptions.
- Sort Items by Weight or Value.
- Dropping Items.
- Campfire Rest System.
- Using Potion to Restore Health.
- Icon design/implementation and locomotion-synced equipment.
- Icon and widget animations for buttons, hover states, items, health bars, reticles, etc.
- Bow and Arrow System.
- Headshot Auto Kill.
- Explosive Arrows.
- Sword Attack Variations and Shielding.
- Sword Stealth Attack.
- Swordsman Enemy AI.
- Archer Enemy AI.
- Final boss fight with randomized attack patterns that put the player's skills to the ultimate test.
First Iteration Video
Second Iteration Video
These systems help give more juice to the UI and overall player experience. The first video below showcases my first 3 weeks working on the project and my first iterations, primarily focusing on functionality. The second video showcases my final 3 weeks working on polish, animations, and adding new features to complete my level.
Project Gallery
Inventory Features
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Reflection
What I Learned
Throughout my time with this project I have gained a solid understanding of RPG systems and learned what makes menus feel good to navigate. Interfaces like these are repeatedly opened several times a minute, so my designs were made with that in mind. At the beginning, I used my programming knowledge to create functional menus and a wide variety of combat systems.
As the project went on, I continued to refine and experiment with animations, icons, colors, and more. These make the difference between players getting bored at your game and wanting to come back to play again because the interfaces have life to them. I also made some programming strides with this project creating a fully functioning boss, a bow and arrow system, enemy AI, and more. After 6 weeks of hard work, I'm satisfied with how it came out in the end!











