Rooty Tooty Shooty was a practice project I started around October 2022. It was used as an way to learn gameplay elements in Unreal as well as give me time with UE5. Some of the bigger topics were object pools, blackboard AI, the ability plugin, and getting time with Aseprite.
Rooty Tooty Shooty uses the Gameplay Abilities plugin for Unreal to manage health and armor values rather than any blueprint solution.
RTS uses pooled objects for things such as bullet holes. This is in place of placing then deleting objects. Here the location piggy backs off of the linetrace from the hitscan.
RTS uses a blackboard solution to enemy AI. The first two BP photos are showing how the AI finds a new location to wander to, the next photo shows how the AI executes an attack, the three after show how the AI handles detection/line of sight/losing detection, and the final photo is of the navigation mesh used to show the AI where it can wander
RTS uses 2D pixel art in a 3D environment similar to games such as Doom
Rooty Tooty Shooty
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Rooty Tooty Shooty

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