MP_CombatSystem (Meme_Fight)
Technologies Used
Game Info
Gallery
Demonstration of the Combat Director pacing and smart dodging mechanics
Gameplay
Core Mechanics
Game Modes
Difficulty
Key Features
Freeflow combat pacing managed by a decentralized Combat Director component
Dual-layer AI architecture separating Target Choice (Macro) from Attack Permission (Micro)
Smart directional dodging with real-time vector math and wall-collision raycasting
Highly optimized, event-driven Behavior Trees utilizing stacked Decorators to eliminate CPU polling
Dynamic Threat Matrix allowing AI to seamlessly swap targets (Player vs. NPC) mid-fight
Debounce-optimized token distribution algorithm that scales elegantly to 50+ simultaneous enemies
Universal HitReact system triggered dynamically via GAS Gameplay Events
Exclusive Registration (Handshake Protocol) eliminating ghost tokens and AI race conditions
Technical Challenges
Technical Challenge 1
Preventing AI token race conditions in massive multi-target (Player + NPC) brawls
Designed an Exclusive Registration "Handshake" where AI pushes to a specific Director, isolating arrays
Flawless multi-target engagement with zero ghost tokens or conflicting AI commands
Technical Challenge 2
Optimizing CPU load when 50+ enemies simultaneously request attack permissions
Implemented a Debounced "Dirty Flag" event system to replace constant Tick checking
Eliminated O(N^2) combinatorial explosion, maintaining buttery smooth frame rates
Design Challenges
Design Challenge 1
AI getting stuck running to outdated coordinates when the player lunges or dodges away
Created custom stacked BT Decorators to instantly abort and recalculate movement upon target displacement
Highly aggressive, responsive AI that dynamically tracks movement without whiffing
Design Challenge 2
Avoiding "shameless" attack token granting that ruins cinematic combat pacing
Separated the EQS positioning (Donut) from the Attack phase using a strict Wait-For-Token Decorator
Polite, cinematic "Kung Fu movie" enemy spacing and attack rhythm
Results Achieved
Architected a highly scalable, AAA-ready C++ combat foundation
Successfully decoupled AI logic from static level triggers to an organic Perception/Threat model
Integrated GAS seamlessly for damage, hit reactions, and invincibility frames
Achieved dynamic, logic-driven target swapping mirroring industry-leading action titles
What I Learned
Mastery of Event-Driven Behavior Tree architecture (Decorators over Services)
Advanced Gameplay Ability System (GAS) integration for modular combat mechanics
Managing highly optimized data synchronization between C++ micro-managers and AI macro-brains
Utilizing mathematical dot products and cross products for spatial awareness and dodging
Development Journey
Foundation: GAS base abilities, Melee Traces, and universal Hit Reacts
AI Pacing: Engineering the Combat Director Component and EQS Donut math
Defensive Mechanics: Smart directional dodging with vector math and I-frames
Architecture Shift: Upgrading to dynamic Threat Evaluation and multi-Director support
Optimization: Implementing Debounce patterns and Decorator-driven BT logic to finalize the AAA loop