Ilumyon

Real-time engineering / UE5.8

IN DEVELOPMENT

Lord of Shadows

Melee-first action project built on UE5.8 GASP/Mover with owned combat, damage, and enemy systems.

Lord of Shadows GASP combat development captureCurrent combat lab / development capture

Foundation

GASP + Mover

Combat core

Physical contact + Damage Policy

Enemy baseline

Navigation + melee duel systems

Current build

Melee-first systems

The project is technically functional and deliberately shown as work in progress. Combat presentation is still being rebuilt toward the final standard.

  • UE5.8 gameplay foundation built on GASP locomotion and Mover without editing stock GASP content.
  • Owned Health, Team/Hostility, and Damage Policy systems for reusable combat authority.
  • Finite sword attack state with physical blade sweeps, deduplicated contacts, and real damage dispatch.
  • Enemy navigation, awareness, spacing, melee attack, hit reaction, and death foundations.
  • Combat motion and weapon presentation under active iteration; technical correctness is not treated as visual completion.

System view

Owned combat on top of GASP

01

Locomotion foundation

GASP and Mover remain the movement layer. Combat code stays project-owned so attacks can evolve without coupling the project to a replacement locomotion framework.

02

Combat authority

Attack windows and physical contact feed one Damage Policy path, then Health and reaction systems consume the result. Presentation does not invent extra damage.

03

Current focus

The active production problem is sword motion quality: weapon frame, authored cut plane, facing, footwork, and action displacement before additional VFX or scale.

Current stack

Unreal Engine 5.8C++GASPMoverUnreal Automation

Other real-time work

Project ECHO 6