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Tech Demo Overview

Project Type: Personal
Focus: AI, Behavior Tree
Game Engine: Unreal 5
Language: Unreal Blueprint
Description:
RTS requires hight APM (Actions per minute), which discourages a group of players who want enjoy pure thinking. Thus, in this Turn-base RTS, I'm trying to inject the concept of Turn to Real-time.
During the Turn phase, the world stops running, and the player gives commands to units.
Then in the Real-time phase, units execute command, and the player can see the result of the commands.
Controls:
     LMB = Select Unit
     RMB = Select Command Target
     Left Shift + LMB= (to ground) Sequence Command / (to unit) Select/Unselect Unit
     Left Ctrl + LMB = Select All Units
     A = Attack
     S = Skill
     D = Move


01 - Unit Select & Move

Move Command
Move Command Sequence
Unit Attribute Move Speed
Unit Attribute Move Range

02 - Unit Route Line

Undo & Reset Move Target
Unit Move Route Line
Undo & Reset Unit Move Route Line

03 - Unit Search

Forcing Move & Search Enemy
Forcing Search, Auto Search, Lose Target Unit
Search Range & Attack Range

04 - Enemy Search

Enemy Search & Lose Target
Enemy & Unit Search

05 - Move Path

No Search along Move Path, Auto Search at Target
Move to Target, Kill & Move on
Dynamic Refresh Target Unit
Follow Friendly Unit

06 - Attack Path

Search along Attack Path
Attack to Target, Kill & Attack to Next Spot
Attack to Spots in Sequence
Attack to Spots in Sequence (Collision Hidden)
Attack to Spot, Auto Search along Path

07 - Unit Fuzzy Target Detection

Fuzzy Target Detection as Reached
Unit Fuzzy Detection - Case 1
Unit Fuzzy Detection - Case 2
Unit Fuzzy Detection - Case 3

08 - Multiple Unit Select

Multiple Unit Select

09 - Search Mode

Search Mode as Command

10 - Boss Fight Test

Change Move Target Spot halfway
Boss Search Logic