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RTS Prototype | Unit AI & Control Systems

2026/03/31 00:27:39
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3. RTS Prototype | Unit AI & Control Systems | Unreal Engine 5
Feb 2026 | ~1.5 weeks
Top-down RTS with resource economy, unit control, building systems, and wave-based combat
RTS Prototype | Unit AI & Control Systems-3
RTS Prototype | Unit AI & Control Systems-4
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RTS Prototype | Unit AI & Control Systems-8
Key Systems
• Resource Systems: Multi-resource economy (gold, wood, stone, food) with worker-based gathering, transport, and delivery pipelines
• Unit Control: RTS-style single and multi-unit selection with command input and group management
• Building Systems: Placement validation, construction workflow, and unit production queues
• Combat Systems: Automated defense (towers) and wave-based enemy attacks with scaling difficulty
• Game State: Resource UI, progression flow, and win/lose conditions
Technical Highlights
• Implemented a reusable selection system using Blueprint components, supporting dynamic actor selection and group management
• Designed visual feedback systems (selection decals, health indicators) as modular components shared across units and buildings
•  Structured selection logic using dynamic actor arrays to support multi-unit selection and command handling
• Built component-based UI feedback to ensure consistency between player interaction and game state
Technical Challenges
• Managing resource flow systems with multiple resource types and dependencies
• Implementing efficient unit selection (single and multi-selection)
• Handling building placement validation and real-time feedback
• Coordinating AI wave spawning and balancing gameplay difficulty
• Synchronizing UI updates with gameplay state (resources, production queues)
Overview:
RTS prototype developed in Unreal Engine 5, focusing on systemic gameplay and simulation.
Workers gather multiple resource types and deliver them to a central base, forming a resource pipeline that supports building and unit production. Buildings can be placed using a validation system and include production queues with progress tracking.
The player can control units using RTS-style selection mechanics, including single and multiple unit selection. Defensive systems include automated towers and wave-based enemy attacks designed to test gameplay balance and AI behavior.
The project includes a full gameplay loop with resource management, base building, combat, and failure conditions.
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