top of page

Ruins' Rhapsody
(Demo)

An action/adventure 3D demo game

The cover of the action, adventure, platform, demo game called Ruins' Rhapsody
Embark on an exciting archaeological adventure as Alessandra Morioka, a daring explorer on a quest to uncover an ancient mysterious relic. Dive into a thrilling action-adventure experience that blends exploration, puzzle-solving, and heart-pounding combat in a world rich with ancient mysteries and hidden treasures.
 
Features
  • Dynamic Movement System: Run, sprint, jump, swim, and climb through diverse environments. Master Alessandra's acrobatic abilities to overcome challenging obstacles.
  • Immersive Exploration: Discover breathtaking landscapes ranging from lost ancient ruins to stunning environments that spark curiosity and imagination.
  • Intense Combat: Face adrenaline-pumping battles against various enemies, from wild animals to robots and human adversaries, while carefully managing your arsenal of weapons.
  • Engaging Puzzles: Solve accessible yet rewarding environmental puzzles that test your problem-solving abilities and archaeological expertise.
 
Gameplay
Inspired by legendary franchises like Tomb Raider and Uncharted, Ruins' Rhapsody offers a dynamic gameplay experience. Manage critical resources like health, stamina, and underwater resistance while navigating traps and complex environments as you hunt for the legendary artifact.
 
Will you be able to lead Alessandra to discover every hidden treasure?​​

Download

Check the code structure on GitLab

Some details about the game

Code Map - Initial Thesis Project Version

Code Map - Initial Thesis Project Version

This is the code map of the original game version developed as a thesis project. The visualization displays the complete software architecture (class structures, main variables, and implemented functions) organized across different modules and components. Note that this technical documentation was used during the thesis presentation - the game has since received updates not reflected in this code map. For better readability, click the link below the image in full screen to view the PDF version

Main Character Components

Main Character Components

These are the components that make up the main character. Since I used meta-human, there are several meshes and hair, but mainly to note the various custom components that I created and added to the character. • Falling Component - Fall damage detection • Climb Component - Surface climbing mechanics • Inventory Component - Item storage system • Checking Objects - Interaction detection (2 instances) • Swimming Component - Water mechanics with breath control

Enemy Details

Enemy Details

Here are the details I added to the enemy such as visual effects, attack range and any item it can spawn

Enemy Behaviour Tree

Enemy Behaviour Tree

This is the simple behaviour tree used by the enemy. The enemy AI behaviour tree has 3 main states: • Patrol - Random movement within designated area (waypoint changes every 4 seconds) • Chase - Pursues player when detected within range • Attack - Engages target with ranged combat (fires every 2 seconds)

Main Character Controls

Main Character Controls

This is the Data Asset used in (relative to) the main character controller, consisting of various Input Action

I’ll be sharing more detailed insights into the design process, game’s code and other exciting aspects soon. Stay tuned for a closer look at how everything comes together behind the scenes!

© 2025 by Fabio Pittaccio

Donate with PayPal
bottom of page