Hi Unreal Engine game developers,
see Plugin Module Overview for a detailed list of available modules within the Horde Framework.
Since three months I’m working on a horde based game with Unreal Engine 4 and I really like the process. Moreover, I already learned a lot about game development and I never thought that it would be so complex.
Everything started with this small game project. I followed a small C++ tutorial from raywenderlich.com, which explained how to implement a physics based ball rolling game. It was the perfect starting point to get started with Unreal Engine 4 and it’s development environment.
I quickly moved forward and realized a physical based bullet simulation component with reloading and three weapon types, integrated ALSV4_CPP, implemented a small inventory system and currently I’m working on the zombie ai. The zombies are animated with mixamo animations, which are configured with root motion. To move those AI characters I’m using a customized pawn controller and perception implementation, which is implemented in C++. I will definitely give utility AI a try to see where it can go. Somehow I was not happy with the behaviour tree maybe I was using it completely wrong…
I’m quite happy with the latest state as I do have controll over everything, which is great for fine tuning. With the default settings the horde did not perfom very well so I optimized everything and ported almost the entire zombie character implemention from blueprints to C++. The result was a huge performance gain, I really hope that I can optmize the horde even further that should allow me to process even more zombies or getting better FPS.