Project type:
Lead Gameplay & Al Programmer | Unreal Engine (C++,Behavior Trees, EQS)
This project is a comprehensive combat system featuring diverse character archetypes and a sophisticated Al framework. It demonstrates the ability to create complex, state-driven enemies that react dynamically to the player and the environment.
Technical Highlights:
Modular Al Architecture: Engineered a high-level Al system using Behavior Trees and the Environment Query System (EQS) to handle complex decision-making, including patrolling, target acquisition, and tactical retreats.
Class-Based Archetypes:
The Mage:
The Archer:
The Boxer:
State-Driven Combat Logic:
Implemented advanced Al behaviors including dynamic blocking, self-healing, and tactical fleeing based on health/mana thresholds.
Resource Management System:
Developed a robust HP and Auto-Regenerating Mana system for both the player and Al, ensuring balanced and rhythmic combat encounters.
Scalable Aggression Settings:
Developed a robust HP and Auto-Regenerating Mana system for both the player and Al, ensuring balanced and rhythmic combat encounters.
Player Mechanics:
Swordsman Class:
A high-damage/low-health tactical caster that utilizes dynamic teleportation to maintain positioning and evade attacks (becoming invulnerable during the transition).
Focuses on kiting logic, maintaining a speciflc distance from the player and using circular movement to avold being cornered.
An aggressive "pursuit" archetype designed to pressure the player, using high-speed engagement and relentless melee logic.
Advanced Tactical AI & Combat Framework
Features a multi-stage attack system, active defense (blocking), and self-healing abilities.
Dynamic HUD:
Real-time monitoring of health, mana, and ability cooldowns.
While player is resting, Archer and Boxer are fighting
Archer is running away with hope to heal
He didn't run far. Boxer is a winner. He goes back to patrol
The Mage starts his teleportation
The Mage ends his teleportation
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