This project is a Real-Time Strategy (RTS) game developed using Unreal Engine 5. It uniquely blends the power of C++ with the flexibility of Blueprints, ensuring robust and extendable gameplay mechanics. My approach involves building a strong C++ foundation, with every Blueprint deriving from a C++ base.
- C++ and Blueprint Integration: Leveraging the strengths of both C++ for performance-critical tasks and Blueprints for rapid prototyping and iteration.
- RTS Gameplay Mechanics: Implementing core RTS features like unit control, resource management, and AI opponents.
- Iterative Design: Focusing on achieving a full gameplay loop before commencing the art pass, ensuring a solid gameplay foundation.
- Camera movement
- User interface to spawm and place buildings
- Builders that will move to placed buildings and construct them
- Resource farmers that will increment a resource count on the HUD
- Enemies that will move to a goal over a set of randomised points
- Towers and Units that will target and shoot at nearby enemies
- Click and Drag unit selection
- Sending a group of selected units to a location
- Play around with niagra
- Full gameplay loop
- More sophisticated AI for enemies
- Buildings cost resources
- Different types of units
- More towers
- Art Pass (models/FX)
- Ability to load and start a game from a menu
- Unreal Engine 5.3.2
- Visual Studio 2022 or Rider
- Clone the repository:
git clone https://github.com/ErrolMc/UnrealRTS.git
- Right click on TowerDefense.uproject and select "Regerate visual studio project files"
- Open TowerDefense.sln in Visual Studio 2022/Rider and build the solution
- Open TowerDefense.uproject in Unreal Engine 5.3.2