ACT Combat with Enemy AI
An ACT combat game implemented using Unreal blueprint. I utilized the Decoupling Patterns to create a combat system for the player and the enemy AI using component system, blueprint interfaces, animation notifies, and Behavior Tree.
Specs | Date | Role | Team Composition |
---|---|---|---|
Unreal PC Game AI | 04/2024 | Game Programmer | Programmer * 2 |
Details
This is an ACT combat game implemented using Unreal blueprint. I utilized the Decoupling Patterns to create a combat system for the player and the enemy AI using component system, blueprint interfaces, animation notifies, and Behavior Tree.
Animations: Implemented complex combat animations and mechanics utilizing Animation Notifications, including Weapon Draw/Sheath, Weapon Locomotion, Attack Combo, Directional Dodge with Invulnerability Frames, and Hit Reaction.
Animation Blending Attack Combo Directional Dodge
Component Systems: Leveraging Decoupling Patterns, created reusable component systems like Combat, Weapon Collision, and State Manager, enabling efficient code maintenance and future extensibility.
Enemy AI: Engineered an intelligent Enemy AI system using Behavior Tree to process AI Perceptions including sight, damage sense, and hearing. Implemented enemy AI behaviors such as Patrol, Inspect, Chase, and Attack.
Blueprint Interfaces: Utilized numerous Blueprint Interfaces to have different entities react differently to the same trigger.