Overview
The goal of this project was to create a Mount & Blade-style experience, featuring an inventory system, diverse weapons and skills, and, most importantly, a fully functional squad system. The player commands a group of soldiers in battle, issuing orders such as Attack, Hold Position, or Retreat, while also engaging in hack-and-slash combat themselves.
Development Process
I documented the entire development journey in a video (linked here), showcasing the process from the character controller and melee combat system to the AI squad behavior using Behavior Trees.
Combat System: I explored various approaches before finalizing a deliberate, methodical hack-and-slash system. Attacks are precise and impactful, with hit detection that reacts dynamically based on where the weapon connects. For example:
A headshot can knock an enemy back or decapitate them.
Strikes to different body parts cause varying reactions and stagger effects.
Squad AI & Orders System:
Implemented a command system allowing the player to issue orders (e.g., Attack, Defend, Regroup).
Soldiers react intelligently to battlefield situations using a Behavior Tree-driven AI.
The AI balances autonomy with direct player control, ensuring units don’t feel overly robotic while still following commands effectively.
Inventory & Equipment System:
I modified an existing inventory plug-in to include custom stats for weapons and armor.
Designed various weapons and armor sets, each affecting combat differently.
Inventory management plays a role in tactical decisions, allowing players to gear up before battles.
Tools & Technologies Used:
Engine: Unreal Engine 4
Inventory System: Modified an existing plug-in for seamless integration