Blood Oath 2.0 is a solo rebuild of Blood Oath's combat in Unreal Engine 5 - exploring how far responsive melee combat can go with Behaviour Tree AI and a state-driven player character.
Light and heavy attacks chain into combos, with parry and dodge windows gated by a player state machine so every action reads clearly. Enemies are driven by Behaviour Trees and queue for an attack token before engaging - encounters stay readable and fair instead of overwhelming the player from all sides.
I documented the full prototype - the combat state machine, Behaviour Tree AI setup, and the attack-token encounter system - covering how each system works and the reasoning behind the design decisions.
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