Blood Oath 2.0

Unreal Engine 5·Blueprints·Solo Project

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.

Behaviour Tree AICombo / parry / dodge statesAttack-token encounter managerModular enemy blueprints

Combat Systems

  • Light/heavy attack combos with parry and dodge windows, gated by a player state machine
  • Attack-token encounter manager - enemies queue for permission to attack, keeping fights readable

AI Systems

  • Enemy AI driven by Behaviour Trees with modular, reusable enemy blueprints

Prototype Document

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.

View Document