Overview
A lively and competitive single-player party game prototype built in Unreal Engine 5.6. The player must chase, dodge, and tag AI-driven opponents. This project emphasizes gameplay systems and AI logic rather than visuals, serving as a hands-on learning experience with Unrealโs C++ programming, Blueprint scripting, AI decision-making (EQS & NavMesh), and the Gameplay Ability System (GAS).
๐ฎ Project Type: Solo โ Prototype / Learning
๐ Engine: Unreal Engine 5.6 (Third Person Template)
๐ป Languages: C++, Blueprint
๐ค AI Systems: EQS, NavMesh, Behavior Trees
โก Key Systems: Gameplay Ability System (GAS), Primary Data Asset, AI Tagging Logic
๐ฏ Gameplay Overview
The player controls a character and must tag AI-controlled opponents.
AI runners currently use EQS to locate the farthest point from the player and navigate with NavMesh. Planned improvements include more unpredictable evasive logic to make opponents harder to catch.
- Core loop (planned): 10 successful tag exchanges per session
- Tag opponents to increase score
- Session ends when exchange limit is reached
๐งฉ Game Architecture
๐ฎ GameMode
- Responsible for choosing the initial โItโ at the start of play
- Will later manage exchange count and win/lose conditions
๐ค AI Opponents
- Controlled by Behavior Trees with EQS queries
- Current strategy: find the farthest location from the player and navigate using NavMesh
- Planned: introduce unpredictable evasive behavior for more dynamic chases
๐ฆ Primary Data Assets
- Store Gameplay Tag Types and their corresponding effect classes
- Centralize effect logic for easier scaling and system management
๐ง AI Systems (EQS & NavMesh)
- Current: EQS selects farthest location from player โ AI moves there via NavMesh
- Planned: mix farthest-point logic with randomness, unpredictability, and adaptive responses
- Goal: create AI that feels engaging to chase and react to player strategy
๐จ Visuals & Feedback
- Uses Unreal Engineโs Third Person Template assets
- Visual polish not a priority โ focus remains on systems and logic
- Planned: score HUD, tag indicators, and simple particle effects for feedback
โ
Features Implemented
- โ
Initial tag assignment via GameMode
- โ
Player movement & tag mechanic
- โ
AI evasion using EQS & NavMesh
- โ
Gameplay Ability System (GAS) integration
- โ
Primary Data Assets for centralizing gameplay tags & effects
๐ Pending Features
- ๐ Gameplay Attributes (stamina, cooldowns, etc.)
- ๐ฅ๏ธ Score UI system
- ๐ค Advanced AI behavior beyond farthest-point evasion
- โฑ๏ธ 10-exchange session loop
๐ฆ Assets & Licensing
Currently uses default Unreal Engine 5.6 template assets for prototyping.
No external art or audio assets are included at this stage.
๐ง Build Targets
- ๐ฅ๏ธ Windows (.exe) โ In Progress
๐ฌ Contact & Source Code
This game is currently a prototype for learning and experimentation.
The source code can be made available upon request via LinkedIn.
๐ Next development steps focus on adding gameplay attributes, creating a score system, and expanding AI unpredictability for richer gameplay.