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