Space Outlaw

A 3D beat 'em up inspired by games like Yakuza and God Hand, where the player takes on the role of a bounty hunter accepting contracts from a central hub and venturing into different mission levels while managing resources and upgrades.

Initially conceived as an experiment with interactable environmental objects and throwable weapons, the project evolved into a fully featured combat prototype focused on responsive melee mechanics, modular AI systems, and a data-driven combat framework.

The game also includes a online cooperative mode, built using Unreal’s RPC framework and Steamworks SDK for matchmaking and lobby management.

The core mechanics and progression systems are fully playable, providing a solid foundation for future development.

Team Size: 2 people
Development Time: 10 months
Technology: Unreal / C++ / Blueprints
Gameplay Programmer, Game Designer

All of the following systems are designed to be easily expandable and editable via Blueprints, allowing VFX and SFX to be easily changed or added, and enabling assets such as animations and actor meshes to be easily swapped when needed.

Combat system

  • Player-customizable combo system, allowing players to tailor their attack sequences.
  • AI-driven attack selection implemented through Archetype Data Assets, enabling data-driven configuration of enemy attacks, grabs, and attributes for scalable and easily extensible behavior design.
  • The system includes dynamic hit effects and states, such as juggling, staggering, stunning, and launching enemies, with directional hit reactions.
  • The combat mechanics offer an enemy grab system, a finisher system for cinematic takedowns, and a range of special attacks to enhance gameplay depth.

Feature demonstration

The moveset customization UI allows players to preview their moves and view the stats for each one.

Throwable Environment Objects and Destructible Props

  • Weapons with unique movesets for both player and AI, fully data-driven through archetype assets.
  • Environment props and debris can be picked up, thrown, or destroyed, enhancing combat interactivity.
  • The system leverages Chaos Physics for real-time destructibility and dynamic object reactions, allowing props to fracture, impact enemies, or chain-react with nearby elements.
  • A reusable Blueprint template makes it easy to expand the pool of throwable or destructible items directly from the editor.

Feature demonstration

The player picks up one of the environmental objects and throws it at the enemy. You can also see the box drop a healing item.

Progression System

  • Data-driven unlockable system for missions and shop items, managed through Data Assets and tag-based conditions.
  • Save and load system storing player settings, progression state, and mission records.
  • Persistent data handling for seamless flow between HUB, Arena, and Mission levels.

Multiplayer System (RPC and Steamworks SDK)

  • Implemented cooperative multiplayer using Unreal’s RPC framework for networked player actions, enemy synchronization, and shared mission states.
  • Integrated Steamworks SDK for matchmaking, lobby management, and friend invites, supporting seamless session hosting and joining through Steam.
  • Handled replication logic for abilities, inventory, and combat state to ensure smooth synchronization across clients.

UI System

Menus dynamically interface with the Progression System to display updated player data, mission records, and unlocked content.

  • Main Menu and Pause Menu, including settings and control scheme screens.
  • Shops for consumables and upgrades.
  • Player attack moveset customization.
  • Level selection interface.
  • Dynamic in-game HUD for interactions, notifications, and tutorial prompts.

Feature demonstration

Mission data visualizer.