Grimoire 2

A class based multiplayer third-person MOBA-like shooter with low skill entry but high skill ceiling gameplay. Players take control over a recruit that has been dropped into a magical medieval fantasy world which has plunged into civil war while simultaneously being invaded by a mysterious hostile force.

My passion project and the sequel to Grimoire: Manastorm. Built in Unreal Engine 4 and using the Gameplay Ability System. It originally started as a way to learn the engine but grew into a fully fledged game which I now work on most weekends.

I have been the only developer on this project which has allowed me to round out my skills and knowledge.

Current Features

  • 2 Game Modes: PVE Horde (Wave Survival) and PVP Deathmatch (Free-For-All)
  • 4 Wizard Classes with 4 active and 1 passive ability
  • 4 Fighter Classes with 4 active and 1 passive ability
  • 5 Movement Abilities
  • 5 Trinket Abilities
  • 6 Basic Enemy AI and 2 Boss AI
  • 1 FFA Map and 1 Horde Map
  • Menus and Settings
  • HUD (Action Bar, Nameplates, Stats, Combat Log, etc)

Skills

  • C++ and Blueprints
  • Replication
  • Gameplay Ability System
  • System Design
  • Combat Design
  • Level Design
  • AI
  • Animations
  • UI/UX Design

Ruins – Horde Mode (PVE)

Set within the ruins of an ancient abandoned Church and long buried under the city above. Rumors and strange reports have prompted the local garrison to send a recruit to investigate.

Dungeons – Deathmatch (PVP)

Fighting has broken out in the city’s Castle and a jailbreak is in progress. The guards have been slain, prisoners are loose, and the Dungeons have turned into a free-for-all in the fog of war.