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Tag Game (In Progress)

Fun Party GameUnreal Engine 5.6
C++BlueprintGameplay Ability System (GAS)EQSAINavMesh

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 Unrealโ€™s C++ programming, Blueprint scripting, AI decision-making (EQS & NavMesh), and the Gameplay Ability System (GAS).

๐ŸŽฎ Project Type: Solo โ€“ Prototype / Learning ๐Ÿ›  Engine: Unreal Engine 5.6 (Third Person Template) ๐Ÿ’ป Languages: C++, Blueprint ๐Ÿค– AI Systems: EQS, NavMesh, Behavior Trees โšก Key Systems: Gameplay Ability System (GAS), Primary Data Asset, AI Tagging Logic


๐ŸŽฏ 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

๐Ÿงฉ Game Architecture

๐ŸŽฎ GameMode

  • Responsible for choosing the initial โ€œItโ€ at the start of play
  • Will later manage exchange count and win/lose conditions

๐Ÿค– 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

๐Ÿ“ฆ Primary Data Assets

  • Store Gameplay Tag Types and their corresponding effect classes
  • Centralize effect logic for easier scaling and system management

๐Ÿง  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

๐ŸŽจ Visuals & Feedback

  • Uses Unreal Engineโ€™s 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

โœ… Features Implemented

  • โœ… Initial tag assignment via GameMode
  • โœ… Player movement & tag mechanic
  • โœ… AI evasion using EQS & NavMesh
  • โœ… Gameplay Ability System (GAS) integration
  • โœ… Primary Data Assets for centralizing gameplay tags & effects

๐Ÿš€ Pending Features

  • ๐Ÿ“Š Gameplay Attributes (stamina, cooldowns, etc.)
  • ๐Ÿ–ฅ๏ธ Score UI system
  • ๐Ÿค– Advanced AI behavior beyond farthest-point evasion
  • โฑ๏ธ 10-exchange session loop

๐Ÿ“ฆ Assets & Licensing

Currently uses default Unreal Engine 5.6 template assets for prototyping. No external art or audio assets are included at this stage.


๐Ÿ”ง Build Targets

  • ๐Ÿ–ฅ๏ธ Windows (.exe) โ€“ In Progress

๐Ÿ“ฌ Contact & Source Code

This game is currently a prototype for learning and experimentation. The source code can be made available upon request via LinkedIn.

๐Ÿš€ Next development steps focus on adding gameplay attributes, creating a score system, and expanding AI unpredictability for richer gameplay.

Medias

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