A lively and competitive single-player party game prototype built in Unreal Engine 5.6. The player must chase, dodge, and tag AI-driven opponents. This project emphasizes gameplay systems and AI logic rather than visuals, serving as a hands-on learning experience with Unrealโs C++ programming, Blueprint scripting, AI decision-making (EQS & NavMesh), and the Gameplay Ability System (GAS).
๐ฎ Project Type: Solo โ Prototype / Learning
๐ Engine: Unreal Engine 5.6 (Third Person Template)
๐ป Languages: C++, Blueprint
๐ค AI Systems: EQS, NavMesh, Behavior Trees
โก Key Systems: Gameplay Ability System (GAS), Primary Data Asset, AI Tagging Logic
The player controls a character and must tag AI-controlled opponents.
AI runners currently use EQS to locate the farthest point from the player and navigate with NavMesh. Recent updates introduced game over conditions and attribute tracking via GAS, making the core loop more structured.
game.ini)game.ini:
[/Script/TagGame.TagGameGameMode]
MaxNumberOfExchanges = 10
Current:
Planned:
โ Initial tag assignment via GameMode
โ Player movement & tag mechanic
โ AI evasion using EQS & NavMesh
โ Normal AI hiding behavior
โ โItโ AI chasing behavior
โ Gameplay Ability System (GAS) integration
โ GAS Attributes to track:
โ
Game over system after configurable number of exchanges (game.ini)
โ Primary Data Assets for centralizing gameplay tags & effects
โ Maze spawning logic with 15x15 matrix & Instanced Static Mesh walls
Currently uses default Unreal Engine 5.6 template assets for prototyping. No external art or audio assets are included at this stage.
This game is currently a prototype for learning and experimentation. The source code can be made available upon request via LinkedIn.
๐ก Thinking about expanding into a Hunter x Prey multiplayer game in future updates. If you have other ideas for improving the tag game, please let me know on LinkedIn.
๐ If you like the project, please let me know and check out the repository!
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