StormCombat + StormTargeting
Trace authored attack geometry and identify candidates while combat results are resolved by the game.
MELEE / RPG / Illustrative composition
Use hit detection, abilities, targeting, equipment, AI, persistence and world state as building blocks. The studio owns combat rules, progression and the moment-to-moment feel.
Explore the composition01 / What connects
Trace authored attack geometry and identify candidates while combat results are resolved by the game.
Apply project-defined skills and tagged loadouts without requiring a fixed RPG progression model.
Authored action choices, senses, engagement and movement for enemies.
Persistent characters and meaningful doors, spaces and environmental state.
02 / A moment in play
A player moment moves through separate responsibilities. Game-authored rules and content decide what each mechanism means for the experience.
Targeting finds candidates and the game decides lock-on rules.
Combat reports the contact; game logic handles stamina, block, parry and damage.
Authored AI actions and game animations deliver the response.
Inventory may connect through a first-party adapter or remain a different implementation.
The game chooses durable progression; SGFSave captures the participating state.
03 / The studio builds
SGF does not impose a combat formula, loot table, class system or narrative structure.
04 / Change the composition
Use a bespoke item economy with StormEquipment alone.
Add SGFDirector when authored events need to respond to world conditions.
Available to license
Tell us which systems you need and which Unreal Engine version you use. We can discuss licence terms and integration with your project.
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