Here is the first full(ish) gameplay demo for this game mode (gotta use youtube because of WordPress size limits)
Big things that changed:
I added a bit more to the test gameplay map:

Including a quick fence model:
Also I put lights ontop of all the bots to indicate what team they’re on. Blue=player team, red = enemy team.

I also added hit reactions (animations for when the robot gets shot) to the bots to make things less…robotic:
I also added that red flash. I wanted to do for a while now to get a bit more zelda-y vibes. I also fixed up some problems with the shooting mechanics. Turns out I was making a ray from the center of the screen to the place where the tip of the gun was pointing rather than making a ray from the center of the screen forward, then making a ray from the tip of the gun to that location.
There was also some work done on how bots engage/disengage. I need to do more work there, everything right now is copied in the tick function which is bad. Also the pawn controls everything which is also bad (Controllers are more easily replicated for multiplayer).
Also unreal’s detection of source control stopped working so I gotta do everything manually in git bash. Not the end of the world but still, kinda weird. EX:


I broke something but I’ll punt on this for now. Finally I think I’m going to remove any bot types outside of the gun bot. They’re really unbalanced right now and kinda buggy, I’m thinking I’ll try to diversify the bots based upon different attack types (gun, motor, close range, AOE). I also included unreals crowd avoidance systems (see https://dev.epicgames.com/documentation/en-us/unreal-engine/using-avoidance-with-the-navigation-system-in-unreal-engine) , which all…kinda work?
More polish to do in general though I want to make that test map a city style map to try honing in on what I want the game to look like.