Avalon: Rise of The Templars
Gameplay & Network Programmer - Danu Games Inc.
Gameplay & Network Programmer - Danu Games Inc.
2024 - Now
Early Access
#
C++
Blueprint
AI/NPC Scripting
Animation Scripting
Gameplay
Multiplayer
Refactoring
UI/UX
UMG

Project Overview

There is always something about fantasy games. Then allure of medieval times, steel on steel and the possibility of mythical creatures is enough to get anyone saying ‘cool’. Avalon is a great example of this. As a third-person fantasy MMORPG, Avalon boasts a vibrance and fullness to the genre. Originally a Web3, I was brought in to continue development for a Web2 release on steam, refactoring inventory systems, mounts, and more.

Open World Exploration & Villages

Game Design

The core loop of Avalon is surprisingly simple:

  1. Complete quests
  2. Get loot (Weapons, potions, power rings, amulets of undying, etc.)
  3. Fight enemies and mythical creatures with your loot
  4. Complete more quests and get more loot (repeat)
PVP Arenas & Combat

Naturally, the game has many secondary loops including a player-to-player economy of better weapons and ingredients to forge your own. This economy allows players to gain extra wealth by selling the weapons they no longer need. The game also includes property purchasing, management, and storage benefits for your loot depending on whether you by a house or a mansion.

Village Mansion on the First Avalon Island

Mini games abound in Avalon, from fishing to target practice, the isles are full of things to do and see.

Full of fishing and other minigames

Avalon boasts an 8-player raid system including tons of fun with every fresh wave of enemies, there raids occur in forests, death arenas or even shallow coves! With more being added toward Avalon’s release.

Mounts can be used in most combat!

Gameplay

Gameplay consists of several classes such as the Druid, Knights Templar, Vikings etc. These classes have differing base abilities and stats that can be buffed with proper loot. Otherwise, Avalon has a whole host of swords, shields, axes, bows, and daggers, each providing their own playstyle against the variety of mobs, bosses, and combat players encounter throughout the islands. The game’s campaign consists of following the Knights Templar through their exploits on the islands.

Templar Knight in a cave

Throughout the several quests received from villagers, players will have the opportunity to earn their coin and purchase land, stores, boats, mounts, and more

Quest and exploration in Avalon

Mounts and companions are ways that players can travel about and engage in exciting combat.

Join your friends in the sky!

Avalon is made up of 12 islands, each a different vibe and piece of the story, full of vivid colours and enemy encounters!

Full of colour and vivid terrain

And then also, DRAGONS!

Dragons & other mounts!

Development

Avalon was originally built in Unreal Engine 4 using C++ and blueprint, it is equipped with the Gameplay Ability System. The project is multiplayer-replicated and required large refactoring to ensure the game’s network features and raids were better performing. Developd worked on the refactor/development of several key systems:

  • Inventory System
  • Combat & Ability System
  • PlayFab hooks and engine-side handling for property & economy management data
  • Raids
  • Enemy AI
  • Enemy/Player Animation
  • Mounts (Dragons, etc.)
  • Spawning systems for enemy encounters
  • Consumable systems
  • Weapons (Bows, dual-wield axes, etc.)
  • Networking Optimization
  • Staggered loading
  • Player input systems (interactions, etc.)
  • & more!
Avalon Test Level

Work on this project involved diving into a huge codebase left behind by several developers, building new features on top of this somewhat shaky foundation, and fixing gaps within the foundation where necessary. Assisting in bringing more designer-friendly blueprints into the game’s project for previously tucked away C++ hardcoded values/functionality. Overhauls were done on the way camera tracking worked for interactions, and how enemy AI perceived the player/s as well as their core functionality for attack selection.

The project demanded the use of:

  • Unreal C++
  • Blueprint
  • GAS (Gameplay Ability System)
  • Gameplay scripting
  • Combat scripting
  • AI/NPC scripting
  • UMG (Widget Blueprints)
  • 3Cs (Character, Controls, Camera)
  • Network scripting
  • PlayFab data handling
  • Server-side code
Avalon Test Level: The Sequel

This project has been a pleasure to work on and gets more and more exciting as it progresses in development to this day.

Even more to explore!

Avalon has gone public on Steam for wishlists and is coming soon.

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