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Fluxuate

Unreal EngineC++Blueprints
Fluxuate

Role & Scope

Role:Gameplay Programmer / Systems Architect
Team Size:3
Platform:PC
Duration:Ongoing (1 month)
Status:In Development
Available on itch.io

About this game

Fluxuate is an early-stage hack-and-slash game that emphasizes fluid combat and physics-based interactions. Developed in Unreal Engine using a combination of C++ and Blueprints, the game aims to deliver a dynamic and engaging gameplay experience.

My Contributions

Core Gameplay & Combat

  • Implemented player melee combat system, including animation-driven attacks and line trace–based hit detection to ensure precise and responsive combat.
  • Integrated animation notifies to synchronize damage application with melee impact frames.
  • Developed enemy damage handling logic to ensure damage is applied only on valid hit confirmation.
  • Added target selection and highlighting system to improve player readability during combat and casting.

AI, Navigation & Animation

  • Implemented enemy AI navigation using Unreal’s NavMesh system, enabling reliable pathfinding and world traversal.
  • Authored and updated enemy animation blueprints, including idle, movement, and attack states driven by velocity and direction variables.
  • Integrated player and enemy skeletal meshes and animation assets, ensuring correct retargeting and gameplay compatibility.
  • Updated animation systems to support weapon-based combat (sword integration).

Audio Systems

  • Designed and implemented audio systems, including souDesigned and implemented a modular audio subsystem in C++ to manage Main Menu Music, Gameplay Music, and Pause Menu Audio.
  • Created persistent audio settings system, allowing players to adjust music and SFX volume with values saved between sessions.
  • Implemented looping audio tracks for menus and gameplay states, ensuring seamless transitions.
  • Connected audio settings to UI sliders with real-time feedback.

UI Systems & Game Flow

  • Built a fully functional Main Menu system including Play, Settings, and Quit options.
  • Implemnted Pause Menu functionality, allowing players to pause/resume gameplay, adjust settings, and return to the main menu.

Engine Architecture & Debugging

  • Authored multiple custom Unreal Engine C++ subsystems to manage audio, music, and persistent settings cleanly and modularly.
  • Debugged and resolved build errors and broken asset references using Perforce changelists and Unreal logs.