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From Systems to Gameplay: Implementing the First Ability in UE5 (Animation Blending)

Dev Log #9 — First Ability System (Magickness™)

This is a turning point in development.

Up to now, most work has been focused on systems:

  • stats
  • UI
  • combat structure
  • player flow

Dev Log #9 is where those systems start becoming actual gameplay.


What Changed

The first unlockable combat ability has been implemented and integrated into the animation system.

Key Work:

  • Ability activation logic
  • Animation blending with locomotion
  • Combat system integration
  • Early gameplay testing

The Challenge: Blending with Locomotion

Abilities can’t feel disconnected.

They need to:

  • transition cleanly from movement
  • maintain responsiveness
  • avoid breaking flow

This required careful blending inside UE5’s animation system to ensure:

  • no snapping
  • no input lag feeling
  • consistent player control

Design Direction

Abilities in Magickness™ are not fixed loadouts.

They are designed to be:

  • discovered through gameplay
  • combined into new mechanics
  • evolved over time

This first ability is the foundation for that system.


Why This Matters

This is the shift from:

“building systems”

to:

“creating gameplay”

Everything from here becomes more visible, testable, and improvable.


Dev Log Video

https://youtu.be/3zpdf9sd0-I


Project Links

https://magickness.com/

https://ko-fi.com/domtechgaming


Magickness™ is being developed for an adult (18+) audience to maintain a focused, mature community environment during development and beyond.

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