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Since I had no idea how the hell this community section worked, I created this post a while ago, but I didn’t keep the thread updated, so it got lost. I think it’s necessary to add it back to the thread, since it’s the soul of the project    šŸ‘¾šŸ‘¾šŸ‘¾

Technical Document – Project Development

This project has been developed using Unreal Engine 4 (version 4.26), a choice motivated by its stability and maturity compared to newer versions of the engine.

Version 4.26 allows for more direct control over shading and lighting policies, as well as efficient management of large volumes of instanced elements within a level. This is particularly useful for optimizing performance in scenarios with high element density.

At the animation and movement level, the project integrates procedural locomotion systems. On one hand, an enemy system has been reused, currently without official support, adapted to the needs of the project. On the other hand, ALS V4 (Advanced Locomotion System) has been incorporated for characters.

Regarding artificial intelligence, the architecture is inspired by the approach used in the video game Alien: Isolation, Left for Dead 2. Each enemy entity has its own autonomous AI, based on the management of internal stimuli that allow fast and dynamic responses to the environment.

On this basis, a central state machine called the ā€œHunting Directorā€ has been developed, whose function is to coordinate and modulate the behavior of the different AI systems. This system acts as a higher-level control layer, generating stimuli and directives that affect subordinate agents, enabling emergent behaviors and group coordination.

Additionally, tools have been implemented to facilitate group direction and the management of global dynamics within the game environment.

I’m also leaving a few random GIFs here









Thank you very much for the attention, beautiful people
                                        šŸ¦”šŸ¦”šŸ¦”

https://coyrestaurado.itch.io/rattenkorps-example