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Unreal Engine 5 • C++ • Gameplay Programming

The Long Crawl

A gameplay prototype built in Unreal Engine 5 centered around custom turtle movement, traversal mechanics, and state-based enemy AI.

The Long Crawl gameplay

Overview

The Long Crawl is an Unreal Engine 5 gameplay prototype where I explored custom character movement, traversal mechanics, enemy behavior, and reusable gameplay systems.

The project focuses on a turtle character with movement behavior affected by the environment, alongside multiple enemy types and NPCs driven by state-based AI logic.

Player Movement

I developed custom movement behavior for the player character, including slope-based movement and friction that allow traversal to react naturally to changes in terrain.

Slope Movement

Slope steepness directly affects player movement, with steeper climbs reducing speed and draining stamina. Moving downhill increases speed and transitions the player into a sliding state.

Enemy AI

Enemies use state-based logic to respond to the player while supporting different behaviors for each enemy type. I structured the gameplay logic so shared functionality could be reused while individual enemies could implement their own movement, detection, and attack behavior.

Patrol Crab

Idles until the player enters its detection range, then transitions into combat behavior and pursues the player.

Ambush Crab

Remains concealed until the player enters its trigger area, then transitions into its attack behavior and initiates the encounter.

Bird Enemy

The bird attacks when the player enters its detection area, casting a tracking shadow before swooping down to grab them. A successful grab deals damage and drags the player back to the start unless they break free.

NPC AI

NPC turtles use their own state-based behavior to navigate through the environment toward their goal.

Turtle Navigation

Turtle NPCs navigate between waypoints using weighted random selection to vary their paths. They reuse the player’s stamina and slope-based movement systems, allowing their traversal to respond to terrain in the same way as the player.

Technical Features

Custom Movement

Developed custom player movement with slope-based behavior and friction to make traversal react to the terrain.

Dash & Stamina

Implemented a shared health and stamina system where traversal actions consume stamina and enemy damage reduces the player's total available stamina.

State-Based AI

Built distinct state-based behaviors for multiple enemy and NPC types.

Reusable Systems

Used reusable Unreal components and interfaces to share gameplay behavior between actors while keeping systems modular.