Making a bloody Samurai game in Unreal Engine - Enemy AI and Twin Stick controls - Dev Log 3
I wanted to give an update about the 3D Samurai game I am making in Unreal Engine 5. The games prototype file got corrupted and wont build so I took it as an opportunity to refactor and redesign the code of the game from a blank slate and things are coming along! I am using Unreal's Behavior Tree AI for the enemy decision making now. I have made the control scheme a little more intuitive like a twin stick game that supports mouse and game controllers. The dash and health mechanics are now encapsulated in Unreal Engine actor components to keep the code clean and allow for easy use in future projects. Next week I need to set up enemy attacks, player death, a timer mechanic and grey box a level to test everything. From there we will add the animated characters back and do a polish pass. Then on to a demo!
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