A third-person action prototype focused on engineering high-velocity movement, free-flow combat logic, and a cinematic ultimate ability system. The project explores how extreme speed mechanics can be implemented while maintaining control precision and combat readability.
This prototype was designed to explore advanced character mobility and close-quarters combat responsiveness. The primary goal was to create a system that supports extremely fast traversal while preserving player control and environmental awareness.
The project emphasizes fluid input handling, momentum-based movement, and scalable combat logic.
High-speed traversal required modifying character acceleration, friction handling, and camera responsiveness. Special attention was given to maintaining precision at extreme velocity.
Interpolation smoothing and directional prediction logic were implemented to prevent disorientation during rapid movement shifts.
The combat system utilizes a free-flow targeting approach, allowing automatic enemy selection based on proximity and player directional input.
Combo logic was structured modularly to allow future extension into ability trees or skill progression systems.