Lost in a mystical forest, three defenseless students must work together to survive the horrors that lurk within. Escape the Stalkers is a turn-based RPG where strategy is key—players must harness the abilities of their enemies, turning the stalkers’ own powers against them to stand a chance.
At the core of the game is a dynamic turn-based combat system that challenges players to think tactically. Each encounter requires careful planning, as characters must combine their abilities, manage resources, and exploit enemy weaknesses to escape the forest alive.
To ensure battles feel engaging and strategic, Escape the Stalkers features a combat system built around adaptability and teamwork. Instead of relying on pre-set skills, players must analyze their enemies, absorb their abilities, and use them in creative ways. Each battle becomes a puzzle—choosing the right skills at the right time can mean the difference between survival and defeat.
With a blend of resource management, character teamwork, and evolving enemy tactics, Escape the Stalkers delivers a tense, rewarding RPG experience that keeps players on their toes.
Unreal engine gameplay framework
using unreal engine gameplay framework such as game mode class to set up the basic functions and rules needed to set up turn-based combat as well as exploring the benefits of parent and child blueprints to create party members and enemies.
User interface design
Using the user widget interface I looked into animations to create and design a more interactive dialogue system to enhance user experience for players
Game Mode Blueprint class
Actor Component class
Party / Enemy Members stats- Break down
Using |Microsoft Excel I generated a data table to handle the party and enemy stats based on what level they are.
I imported the data table from Excel into unreal engine to make a structure from the table
Using the structure created from the table I made a variable that matches the structure made from the table inside the actor component so each character could have customized stats.