71 KiB
BlockWar Design Brief
Quick Navigation:
- Procedural Generation Strategy - Key Technical Decision: UE5-native procedural generation with unit testing
- Project Overview - Game concept and goals
- Core Game Concept - Gameplay mechanics
- CI/CD Pipeline - Automated testing and deployment
Project Naming Recommendations
Current Name Analysis
BlockWar is functional but has some limitations:
- Heavily ties the project to Unreal Engine (what if we port later?)
- Generic and not particularly memorable
- Doesn't convey the unique build-combat dynamic
- May cause confusion with similar "fort" games (Fortnite, etc.)
Recommended Names
Top Tier Recommendations:
-
BlockWar ⭐ RECOMMENDED
- Pros: Short, memorable, combines "block" (building) and "war" (combat)
- Cons: None significant
- Domain: blockwar.com available, blockwar.gg available
- Branding: Strong, clean, professional
-
Construct & Conquer
- Pros: Clearly conveys both gameplay phases, alliterative
- Cons: Longer name, might be abbreviated to "C&C" (Command & Conquer conflict)
- Domain: constructandconquer.com available
- Branding: Descriptive, strategic feel
-
Blockade
- Pros: Single word, relates to blocking/building and defending
- Cons: Might imply defensive-only gameplay
- Domain: blockade.com likely taken (alternative: playblockade.com)
- Branding: Strong, military feel
-
Bastion Protocol
- Pros: Sounds tactical and military, "bastion" implies fortification
- Cons: Two words, "protocol" is overused in gaming
- Domain: bastionprotocol.com available
- Branding: Modern, tactical, sci-fi feel
-
FortCraft
- Pros: Combines fortification with crafting/building
- Cons: "Craft" might imply survival/crafting game
- Domain: fortcraft.com status unknown
- Branding: Casual, accessible
Alternative Creative Names:
-
Gridlock Warfare
- Play on "grid" (building blocks) and "gridlock" (combat choke points)
-
Bulwark
- Single word meaning defensive wall/fortification
- Strong, memorable, military
-
ConstructOps
- Combines "construction" and "operations"
- Modern military feel
-
Foundry
- Place where things are built/forged
- Short, memorable, industrial aesthetic matches
-
Rampart
- Defensive fortification term
- Strong single word
Playful/Casual Options:
-
Block & Battle
- Clear gameplay description
- Alliterative and catchy
-
FortSmith or FortForge
- Implies creating/building forts
- Easy to remember
Final Recommendation
BlockWar is the strongest choice because:
- ✅ Short and memorable (two syllables)
- ✅ Clearly conveys both core mechanics (blocks = building, war = combat)
- ✅ Professional and brandable
- ✅ Domain availability is good
- ✅ No trademark conflicts
- ✅ Works internationally (simple English words)
- ✅ Easy to say and spell
- ✅ Flexible branding (BlockWar logo, BlockWar.gg community site, etc.)
- ✅ Can be stylized as "BLOCKWAR" or "Block War" depending on context
Repository Name: blockwar or block-war
Game Title: BlockWar
Marketing Tag: "BlockWar: Build. Battle. Conquer."
Project Overview
Project Name: BlockWar (formerly BlockWar)
Type: Original Game Concept
Target Engine: Unreal Engine 5
Original Inspiration: Classic Half-Life 2 community mods featuring fort building and combat
Genre: Team-Based FPS with Base Building Mechanics
Purpose
BlockWar is an original multiplayer FPS game built in Unreal Engine 5 that combines tactical base construction with team-based combat. Inspired by the legacy of innovative Half-Life 2 community mods that merged building mechanics with competitive gameplay, this project aims to deliver a unique blend of creative engineering and strategic combat while leveraging modern UE5 capabilities.
Core Game Concept
BlockWar combines two distinct gameplay phases in a cyclical match structure:
- Build Phase: Teams collaboratively construct fortifications using physics-based building blocks
- Combat Phase: Teams engage in FPS combat, attempting to capture the enemy's flag while defending their own
This alternating structure creates a unique gameplay loop that rewards both creative engineering and skilled combat.
Game Mechanics
1. Phase System
Build Phase
- Duration: Configurable (typically 2-5 minutes)
- Objective: Construct defensive fortifications and strategic structures
- Rules:
- All weapons are disabled during this phase
- Teams are typically separated to their respective spawn zones
- Players can only build on their designated half of the map
- Physics manipulation tools are enabled
- Blocks can be spawned, moved, rotated, and frozen in place
Combat Phase
- Duration: Configurable (typically 3-7 minutes)
- Objective: Capture the enemy flag while defending your own
- Rules:
- All weapons and combat abilities are enabled
- Players can freely move across the entire map
- Building tools are disabled (or limited to repairs in some variants)
- Flag must be physically transported using physics manipulation
- Fortifications can be damaged or destroyed
Phase Transitions
- Automated timer-based transitions between phases
- Round cycles: Build → Combat → Build → Combat (repeating)
- Teams may repair and modify fortifications between combat rounds
- Score is tracked across multiple rounds
2. Building System
Block Types
- Standard Cube Blocks: Primary building element in various sizes
- Panel Blocks: Flat surfaces for walls, floors, and ceilings
- Metal Blocks: Durable construction materials
- Variants: Different sizes and potentially materials (small, medium, large)
Building Mechanics
- Physics Manipulation Tool: Primary building interface (gravity gun equivalent)
- Pick up and move blocks
- Rotate blocks in 3D space
- Precisely position blocks
- Freeze System:
- Blocks can be "frozen" to anchor them in place
- Frozen blocks become static and don't respond to physics
- Prevents accidental displacement
- Critical for structural stability
- Welding/Snapping: Optional system to connect blocks together
- Block Limits: Server-configurable limits to prevent performance issues
- Building Constraints:
- Collision detection prevents overlapping blocks
- Physics stability limits on extreme structures
- Potential height/distance limits from spawn
Strategic Building Elements
- Defensive Walls: Block enemy movement and projectiles
- Sniper Towers: Elevated positions for long-range combat
- Bridges: Connect areas or create tactical pathways
- Bunkers: Protected firing positions
- Mazes: Confuse and delay enemy flag carriers
- Choke Points: Force enemies into kill zones
- Hidden Passages: Secret routes for flag runners
3. Combat System
Player Classes
Multiple class archetypes with distinct roles:
-
Soldier
- Standard rifle and grenades
- Balanced combat effectiveness
- Medium movement speed
-
Scout
- Lightweight weapons (SMG, pistol)
- Fast movement speed
- Ideal for flag running
-
Rocketeer
- Rocket launcher
- Specializes in destroying fortifications
- Slow movement speed
- High explosive damage to structures
-
Sniper
- Long-range precision rifle
- Effective from defensive positions
- Low health
- Scope for distant targets
-
Builder (Optional)
- Gravity gun/physics tool
- Can repair structures during combat
- Limited combat capability
- Support role
Weapons
Based on class selection, including:
- Assault Rifles
- SMGs
- Rocket Launchers
- Sniper Rifles
- Grenades (frag, sticky)
- Pistols (sidearms)
- Physics Gun (builder class)
Destructible Environment
- Blocks can be damaged by weapons
- Explosive weapons deal area damage to structures
- Blocks can be "unfrozen" by damage, returning to physics simulation
- Strategic destruction creates new paths or collapses defenses
4. Capture the Flag System
Flag Mechanics
- Flag as Physics Object: The flag is represented as a physical ball/object
- Physics-Based Capture: Players must physically move the flag using:
- The physics manipulation tool (gravity gun)
- Carrying mechanics (player holds the flag)
- Throwing/passing between teammates
- Flag States:
- At home base (defended position)
- In transit (being carried by player)
- Dropped (on ground, can be recovered)
- Captured (returned to capturing team's base)
Scoring
- Points awarded for successful flag captures
- Additional points for kills, defensive actions
- Win conditions: Most points at end of round, or first to X captures
5. Teams
Team Structure
- Two Teams:
- Team 1: Combine (or equivalent faction)
- Team 2: Rebels (or equivalent faction)
- Team Size: Configurable (typically 4v4 to 16v16)
- Team Communication: Voice chat and text chat essential
- Team Roles: Players naturally specialize in building, attacking, or defending
Teamwork Requirements
- Coordinated fort construction
- Defensive positioning
- Organized attacks
- Flag carrier support
- Communication of enemy positions
Technical Considerations for UE5
Physics System
- Chaos Physics Engine: UE5's built-in physics for block dynamics
- Networked Physics: Ensure multiplayer synchronization of block positions
- Physics Optimization:
- Frozen blocks become static meshes (no physics calculation)
- Dynamic blocks only during build phase or when damaged
- LOD system for distant structures
- Culling of non-visible blocks
Building Tool Implementation
- Physics Handle: UE5 physics constraint system for object manipulation
- Placement System: Snap-to-grid option or free placement
- Rotation Controls: Smooth or incremental rotation options
- Visual Feedback: Highlight valid/invalid placement positions
- Undo System: Allow players to undo recent placements
Networking
- Replication:
- Block positions and states must be replicated
- Phase changes synchronized across all clients
- Flag position and carrier state
- Authority: Server-authoritative for anti-cheat
- Optimization:
- Batch block updates during build phase
- Delta compression for block states
- Relevancy filtering for distant players
Performance Optimization
- Block Pooling: Reuse block actors to reduce spawning overhead
- Instanced Static Meshes: When blocks are frozen
- Level of Detail (LOD): Multiple mesh detail levels
- Occlusion Culling: Hide blocks behind walls
- Draw Call Batching: Minimize rendering overhead
User Interface
- Build Phase HUD:
- Block selection menu
- Rotation controls indicator
- Freeze/unfreeze status
- Time remaining in phase
- Block count remaining
- Combat Phase HUD:
- Health and armor
- Weapon and ammo
- Team scores
- Flag status indicator
- Minimap showing flag locations
- Class indicator
- Scoreboard: Kill/death ratios, captures, building contributions
Map Design Principles
Layout Requirements
- Symmetrical Design: Balanced spawn zones for both teams
- Build Zones: Designated areas where building is allowed
- Neutral Territory: Central contested area between bases
- Flag Spawn Locations: Protected starting positions for flags
- Height Variation: Multiple elevation levels for tactical depth
- Cover Opportunities: Pre-existing map geometry for tactical positioning
Map Elements
- Spawn Rooms: Protected team starting areas
- Building Floors: Flat surfaces to build from
- Natural Cover: Rocks, walls, structures
- Strategic Points: Elevated positions, narrow passages
- Hazards: Optional environmental dangers (lava, pits, etc.)
Example Map Concepts
- uf_valley: Open valley with high cliffs on sides
- uf_rooftop: Elevated rooftops with gaps between buildings
- uf_abandon: Industrial/urban setting with building ruins
- uf_reservoir: Water-based map with platforms
Game Modes
Primary Mode: Capture the Flag (CTF)
- Classic build-combat cycle
- Two flags, one per team
- Winner is first to capture limit or highest score at time limit
Potential Additional Modes
- Capture Points: Hold strategic locations instead of flags
- King of the Hill: Build around and control a central point
- Destruction: Destroy enemy structures or key objectives
- Pure Combat: Remove build phase entirely (for quick matches)
- Extended Build: Longer build phase for elaborate constructions
Player Progression and Retention
Match-Based Systems
- End of Round Statistics: Kills, deaths, captures, blocks placed
- MVP Awards: Best builder, best attacker, best defender
- Team Highlights: Replay of best flag capture or defensive play
Long-Term Systems (Optional)
- Player Levels: Track overall experience
- Unlocks: Cosmetic items, player skins, weapon skins, block textures
- Achievements: Special accomplishments (first capture, building feats)
- Custom Fort Blueprints: Save and share fort designs
Art Direction
Overall Artistic Vision
BlockWar embraces a near-future industrial military aesthetic that balances tactical realism with visual clarity. The art style prioritizes gameplay readability while delivering immersive, atmospheric environments that feel grounded and believable. Think of it as a fusion of contemporary military shooters with sci-fi industrial design—functional, modular, and purpose-built for combat.
Core Pillars:
- Clarity First: All visual elements must support gameplay readability
- Modular Industrial Design: Everything feels manufactured and utilitarian
- Tactical Realism: Grounded in plausible near-future military technology
- Team Distinction: Clear visual language separates teams without confusion
- Dynamic Feedback: Visual and audio cues provide constant gameplay information
Visual Style Guide
Color Palette
Primary Team Colors:
-
Team Alpha (Red/Orange Team):
- Primary: Deep Crimson (#8B1A1A) to Burnt Orange (#CC5500)
- Secondary: Dark Gray (#3A3A3A) with red undertones
- Accent: Bright Warning Orange (#FF6600) for UI highlights
- Emissive: Warm amber glow (#FFB366) for holographic elements
-
Team Beta (Blue/Cyan Team):
- Primary: Naval Blue (#1A3A8B) to Cyan (#0088CC)
- Secondary: Cool Steel Gray (#4A4A52)
- Accent: Electric Blue (#00CCFF) for UI highlights
- Emissive: Cool cyan glow (#66D9FF) for holographic elements
Neutral Colors:
- Base Metal: Brushed steel (#6B7280) with subtle color temperature shifts
- Concrete: Weathered gray (#8B9098) with dirt and wear
- Environment: Desaturated earth tones for maps (browns, greens, grays)
Functional Colors:
- Frozen Block State: Slight blue-white shimmer overlay
- Unfrozen/Active Block: Subtle orange-red heat shimmer
- Damage States: Progressive darkening with orange-red heat damage
- Objective Markers: High-contrast yellow (#FFD700) for flags and objectives
Building Block Design
Visual Identity:
- Form Language: Chunky, modular, industrial panels and cubes
- Surface Details:
- Rivets, bolts, and weld seams at corners and edges
- Panel lines suggesting manufactured construction
- Subtle embossed labeling (serial numbers, warning symbols)
- Grip texture patterns on surfaces
- Material Properties:
- Primary: Brushed or matte metal (steel, titanium alloys)
- Roughness variation for visual interest (0.4-0.7 roughness range)
- Subtle metallic sheen without being mirror-like
- Dirt, scuff, and wear accumulated at edges and high-traffic areas
- Scale Differentiation:
- Small blocks: Hand-sized (0.5m cubes)
- Medium blocks: Torso-height (1m cubes)
- Large blocks: Full cover (2m cubes and 2m x 4m panels)
- Consistent visual language across all sizes
State Visualization:
- Frozen State:
- Subtle ice-blue edge glow (emissive)
- Small holographic "lock" icon appears on surface
- Slight color desaturation
- Minimal specular highlights (solid and stable)
- Unfrozen/Dynamic State:
- Warmer color temperature
- Pulsing orange edge highlight
- More pronounced specular highlights (active physics)
- Subtle floating particle effects around edges
- Damaged State:
- Progressive deformation (dents, cracks)
- Exposed inner structure (mesh, wiring)
- Heat/burn marks around damage points
- Sparking particle effects for severe damage
- Destruction:
- Fragments break along logical seams
- Inner structural elements revealed (girders, cables)
- Dramatic particle burst with metal shards
- Smoke and heat distortion effects
Character and Player Design
Player Models:
- Silhouette: Distinct class silhouettes for instant recognition
- Soldier: Balanced, medium bulk, helmet with visor
- Scout: Lean, lightweight armor, streamlined profile
- Rocketeer: Heavy, broad shoulders, large backpack
- Sniper: Tall, angular, ghillie/camo elements
- Builder: Utility vest, tool harness, work gloves visible
- Armor Style:
- Tactical modular armor plates over combat suits
- Near-future military tech (think 2040s special forces)
- Visible pouches, equipment, and utility items
- Helmet designs with HUD visors and comm gear
- Team Identification:
- Armor color: Primary team color on shoulders, chest, and helmet
- Emissive highlights: Team-colored lights on helmet and backpack
- Fabric/undersuit: Team color with weathering
- Clear from all angles and distances
First-Person View:
- Visible arms and gloves in team colors
- Weapon held in view with tactile, grounded animation
- Physics tool shows holographic projection and targeting reticle
- HUD elements integrated into "helmet visor" aesthetics
Weapon Design
Style Guidelines:
- Form: Near-future military weapons with recognizable real-world influences
- Materials:
- Matte black polymer furniture
- Gunmetal gray or dark steel receivers
- Bronze/copper for shell casings and barrel details
- Details:
- Rail systems for attachments
- Visible magazines and mechanical parts
- Holographic sights with team-colored reticles
- Weathering and wear on high-use areas (grip, charging handle)
- Animation:
- Weighty, realistic recoil
- Smooth reloads with visible mechanical actions
- Tactical handling (magazine checks, bolt releases)
Per-Class Weapon Aesthetics:
- Assault Rifles: Bullpup or carbine style, balanced and modern
- SMGs: Compact PDW design with folding stocks
- Rocket Launchers: Large tube-style with exposed warheads
- Sniper Rifles: Long-barreled precision platform with advanced optics
- Physics Gun: Futuristic gravity manipulation device
- Glowing energy core (team colored)
- Animated graviton beam effect
- Holographic targeting display
- Mechanical pistons and actuators
Environment and Map Aesthetics
Setting Themes:
- Industrial Complexes: Factories, refineries, warehouses
- Military Installations: Bases, compounds, training facilities
- Urban Warfare: City blocks, rooftops, urban decay
- Natural Terrain: Valleys, canyons, forests (with industrial elements)
Visual Treatment:
- Lighting:
- Dramatic use of contrast (shadows vs bright areas)
- Volumetric fog for atmosphere
- Colored accent lighting (warning lights, emergency lighting)
- Dynamic time-of-day variations for replayability
- Architecture:
- Modular industrial construction
- Brutalist concrete and steel framework
- Functional design (catwalks, pipes, machinery)
- Believable scale and proportions
- Props and Details:
- Shipping containers, crates, barrels
- Industrial machinery and equipment
- Warning signage and hazard markings
- Scattered debris suggesting recent activity
- Weathering and Age:
- Rust on metal surfaces
- Concrete cracking and staining
- Overgrown vegetation in appropriate areas
- Accumulated dirt in corners and low traffic areas
Optimization Considerations:
- Modular asset library for efficient level construction
- LOD systems with 3-4 detail levels per asset
- Shared material instances for performance
- Texture atlasing where appropriate
User Interface Design
HUD Philosophy:
- Minimalist and non-intrusive during gameplay
- Information appears when contextually relevant
- Diegetic elements (in-world displays) where possible
- Clean typography with excellent readability
Build Phase HUD:
- Block Selection Menu:
- Semi-transparent panel in corner
- 3D preview thumbnails of blocks
- Grid layout with category tabs
- Selected block highlighted with team color
- Block Placement Indicator:
- Holographic ghost preview of block at placement location
- Green = valid placement, Red = invalid
- Snap points shown as glowing nodes
- Rotation angle indicator (circular arc display)
- Status Display:
- Blocks remaining: Counter with icon
- Freeze tool status: Icon showing current mode
- Phase timer: Large, clear countdown
- Team block count comparison bar
Combat Phase HUD:
- Health and Armor:
- Segmented bars in corners
- Team color highlights when damaged
- Regeneration feedback with pulse animation
- Weapon Info:
- Ammo counter (large, readable numbers)
- Weapon icon with damage state
- Reload indicator (progress arc)
- Objective Status:
- Flag locations: 3D markers in world space
- Minimap: Top corner with simplified tactical view
- Team scores: Minimal display at top center
- Kill feed: Right side with icons and team colors
- Crosshair:
- Dynamic crosshair adapting to weapon type
- Team-colored center dot
- Hit confirmation feedback (color flash, expansion)
Menu Screens:
- Dark backgrounds with team color accents
- Card-based layouts for options
- Large, readable fonts (military stencil inspired)
- Subtle animated backgrounds (industrial scenes)
- Consistent iconography throughout
Visual Effects (VFX)
Particle Systems:
- Block Placement:
- Energy ripple emanating from placement point
- Brief spark shower for metal-on-metal contact
- Dust puff at ground contact
- Sound-synchronized visual beats
- Block Destruction:
- Metal fragments with physics
- Ember and spark shower
- Smoke plume (dark gray)
- Screen shake for nearby players
- Weapon Impacts:
- Bullet impacts: Spark burst with small debris
- Explosions: Fire ball with expanding smoke ring
- Energy weapons: Dissipating energy burst
- Physics Gun Effects:
- Beam from gun to target object
- Energy particle flow along beam
- Pulsing glow on held object
- Distortion effect around manipulation field
Post-Processing:
- Subtle color grading (slightly desaturated with contrast)
- Lens effects (minimal chromatic aberration, dirt on lens)
- Motion blur (per-object for fast movements)
- Depth of field (slight blur for distant objects)
- Bloom (controlled, for emissive elements only)
Audio Design
Sound Design Philosophy:
- Realistic weapon and impact sounds grounded in real-world audio
- Clear audio cues for all gameplay-critical events
- Spatial audio for tactical awareness (footsteps, gunfire direction)
- Distinct team-specific audio signatures
Build Phase Audio
- Block Manipulation:
- Pickup: Metallic clank with weight-appropriate resonance
- Movement: Low hum from physics tool, pitch varies with object mass
- Rotation: Servo motor whirr
- Placement: Solid "thunk" with brief reverb
- Freeze: Satisfying "click-lock" with crystalline shimmer
- Unfreeze: Mechanical release "clack" with hiss
- Ambient Sounds:
- Background construction noises from both teams
- Tool sounds echoing across the map
- Distant metal clanging and placement
- Phase timer warning beeps (last 30 seconds)
- UI Sounds:
- Block selection: Soft beep
- Menu navigation: Click and hover sounds
- Invalid action: Negative buzzer
Combat Phase Audio
- Weapon Sounds:
- Each weapon has unique firing signature
- Realistic mechanical sounds (bolt, magazine, charging handle)
- Shell casings hitting ground (clinking)
- Distant gunfire has muffled, echoing quality
- Impact and Destruction:
- Bullet impacts: Sharp crack with metallic ring
- Block damage: Progressive cracking, groaning metal
- Block destruction: Loud crash with echoing debris
- Explosions: Deep bass rumble with high-frequency crack
- Character Audio:
- Footsteps vary by surface (metal grating, concrete, dirt)
- Landing from jumps (weight-dependent impact)
- Breathing (heavy when low on stamina)
- Voice lines (callouts, orders, celebrations)
- Objective Audio:
- Flag pickup: Energetic acquisition sound
- Flag capture: Triumphant team-specific chime
- Flag drop: Warning tone
- Phase transition: Loud alarm/klaxon
Spatial Audio:
- 3D positional audio for tactical gameplay
- HRTF (Head-Related Transfer Function) for precise directionality
- Occlusion: Sounds muffled when behind walls/blocks
- Reverberation zones for indoor vs outdoor spaces
- Distance attenuation based on environment
Music and Ambience
-
Build Phase Music:
- Tempo: 90-100 BPM (measured, thoughtful)
- Instrumentation: Synth pads, electronic percussion, industrial samples
- Mood: Tense anticipation, focused concentration
- Dynamic: Builds intensity as timer counts down
-
Combat Phase Music:
- Tempo: 140-160 BPM (energetic, driving)
- Instrumentation: Heavy electronic beats, distorted synths, aggressive bass
- Mood: Intense action, adrenaline
- Dynamic: Intensity spikes during objective captures
-
Menu Music:
- Atmospheric, ambient electronic
- Reflective of game's industrial aesthetic
- Non-intrusive, allowing players to focus on options
Adaptive Audio:
- Music intensity scales with match tension
- Sound mix adjusts based on phase (build vs combat)
- Proximity to objectives affects music layers
- Low health triggers audio filters (muffled, heartbeat)
Animation and Motion
Character Animation:
- Movement:
- Realistic weight and momentum
- Class-specific run speeds reflected in animation
- Tactical stances (crouching, prone, leaning)
- Transition animations are snappy but grounded
- Combat:
- Weapon-specific reload animations
- Recoil affects upper body and camera
- Hit reactions (direction-based flinching)
- Death animations (ragdoll with momentum preservation)
- Building:
- Two-handed physics tool grip
- Body leans when manipulating heavy objects
- Head tracks held object
- Placement gesture (release and step back)
Block and Object Animation:
- Smooth interpolation when moved by physics tool
- Natural tumbling when unfrozen
- Destruction animations fragment along logical seams
- Settling micro-movements when placed
UI Animation:
- Menu transitions: Smooth slides and fades (200-300ms)
- HUD updates: Number counting animations
- Objective markers: Pulse and bob in 3D space
- Notification pop-ins: Quick scale and fade
Technical Art Specifications
Target Performance:
- 60+ FPS on mid-range gaming PCs (1080p)
- 4K support with dynamic resolution scaling
- Consistent frame times (no hitching)
Material System:
- Physically Based Rendering (PBR) workflow
- Master materials with instances for variations
- Parameter-driven team colors and wear states
- Parallax occlusion for surface detail on hero assets
Lighting:
- Dynamic lighting for gameplay-critical elements
- Baked lightmaps for static environment
- Light probes for dynamic objects
- Lumen or alternative GI for realistic bounce light
Texture Resolution:
- Hero assets (weapons, characters): 2K-4K textures
- Building blocks: 1K-2K with tiling detail maps
- Environment: Varied based on importance (512-4K)
- UI elements: Vector where possible, high-res raster for icons
Polycount Targets:
- Characters: 25K-40K triangles (LOD0)
- Weapons: 10K-20K triangles
- Building blocks: 500-2K triangles (depends on size)
- Environment props: Highly variable, budgeted per scene
Reference and Inspiration
Visual References:
- Titanfall 2: Industrial aesthetic, clean UI, modular design
- Battlefield series: Military realism, destruction, team identification
- Apex Legends: Character silhouettes, visual clarity, color coding
- Modern Warfare (2019): Weapon detail, audio design, tactical feel
- Mirror's Edge: Clean color-coded environments, minimalist HUD
Architectural References:
- Brutalist architecture
- Industrial complexes and factories
- Modern military bases
- Modular construction systems
Avoid:
- Overly stylized cartoon aesthetics
- Muddy, dark visuals that obscure gameplay
- Excessive visual noise and clutter
- Confusing or ambiguous team identification
Accessibility and Learning Curve
Tutorial System
- Interactive Tutorial: Teach building mechanics step-by-step
- Practice Mode: Offline mode to experiment with building
- Tooltips: In-game hints for new players
Difficulty Scaling
- Simple Blocks: Easy to learn basic construction
- Skill Ceiling: Advanced building techniques for experienced players
- Class Variety: Different playstyles accommodate various skill levels
Community Features
Social Systems
- Server Browser: Find and join community servers
- Private Matches: Host custom games
- Spectator Mode: Watch matches in progress
- Replay System: Review and share epic moments
Customization
- Server Settings:
- Adjustable phase timers
- Block limits
- Class restrictions
- Weapon balance tweaks
- Workshop/Modding Support: Allow community-created maps and content
- Custom Maps: Map editor or import system
Procedural Generation Strategy
Decision: UE5-Native Procedural Generation with Unit Testing
Confirmed Approach: BlockWar will implement procedural generation directly within Unreal Engine 5 using its native tools (PCG Framework, Blueprints, C++, Python, and Geometry Script). This approach enables comprehensive unit testing while maintaining tight integration with the engine.
Key Benefits:
- ✅ Unit testable: Python scripts and C++ code can be unit tested outside the editor
- ✅ Editor integration: Content generation happens in UE5 using native tools
- ✅ Performance: Generated content uses UE5's optimized systems
- ✅ Maintainable: Changes to generation logic are automatically tested via CI/CD
- ✅ Flexible: Mix of editor-time and runtime generation as needed
Overview
BlockWar will leverage procedural generation extensively to create a maintainable, testable, and scalable codebase. By generating content programmatically rather than manually creating assets, we gain several key advantages:
- Testability: Procedural generation enables comprehensive unit testing of game content
- Consistency: Algorithmic generation ensures visual and functional consistency
- Iteration Speed: Parameters can be tweaked without manual asset recreation
- Scalability: Easy to generate variations and expand content library
- Simulation: Game mechanics can be simulated and validated before runtime
UE5 Procedural Generation Tools
Primary Tools:
- Procedural Content Generation (PCG) Framework: UE5's native PCG system for level generation
- Blueprints: Visual scripting for procedural logic and content generation
- C++ Code: Performance-critical generation and complex algorithms
- Python Scripts: Content pipeline automation and batch generation
- Geometry Script: Runtime and editor-time geometry generation
- Houdini Engine: Advanced procedural workflows (optional integration)
Procedurally Generated Content
1. Building Blocks
Generation Approach: All building blocks will be procedurally generated using parametric definitions.
Block Parameters:
BlockDefinition:
- Type: [Cube, Panel, Beam, Corner]
- Size: [Small, Medium, Large] or custom dimensions (x, y, z)
- Material: [Steel, Titanium, Composite]
- Detail Level: [Low, Medium, High] for LOD generation
- Wear Amount: [0.0 - 1.0] for weathering variation
- Team Color Support: Boolean
Generation Process:
- Base Geometry: Generate core mesh using Geometry Script
- Cubes: 6 faces with edge bevels
- Panels: Optimized single-plane with frame
- Custom shapes: Algorithm-based vertex placement
- Surface Details: Add procedural features
- Rivet placement at edges (spacing algorithm)
- Panel lines (subdivision pattern)
- Grip texture (noise-based displacement)
- Warning labels (decal placement rules)
- UV Generation: Automatic UV unwrapping with consistent texel density
- LOD Generation: Automatic mesh simplification for LOD0-3
- Collision: Generate simplified collision meshes
- Material Assignment: Apply master material instances with parameters
Benefits:
- Generate hundreds of block variations from single definition
- Easy to adjust proportions and details globally
- Consistent style across all blocks
- Automated LOD and collision generation
- Unit testable: Verify mesh validity, collision accuracy, material assignment
Testing Approach:
# Example unit test for block generation
def test_cube_block_generation():
block = generate_block(BlockType.CUBE, size=1.0)
assert block.vertex_count == expected_vertex_count
assert block.has_valid_uvs()
assert block.collision_is_convex()
assert block.lod_count == 4
assert block.material_slots == 1
2. Map Layouts
Procedural Map Generation: While curated maps provide the best competitive balance, procedural generation can create:
- Practice maps for testing building techniques
- Varied layouts for casual play
- Base templates that level designers refine
Map Generation Parameters:
MapDefinition:
- Size: [Small, Medium, Large] (actual dimensions)
- Symmetry: Axis for team balance
- Terrain: [Flat, Valley, Hills, Urban]
- Build Zone Size: Area allocated to each team
- Cover Density: Amount of pre-placed cover
- Height Variation: Vertical complexity
- Prop Density: Environmental detail objects
Generation Process:
- Layout Grid: Generate spatial partition for team zones
- Terrain: Create base geometry using height maps or noise functions
- Spawn Points: Calculate optimal positions using spatial algorithms
- Build Floors: Place flat construction surfaces
- Cover Elements: Distribute props using Poisson disc sampling
- Lighting: Place light sources based on visibility analysis
- Optimization: Generate navmesh, occlusion volumes, and LOD distances
UE5 PCG Integration:
- Use PCG Graph to define generation rules
- Biome-based prop distribution
- Density controls for performance optimization
- Rule-based placement ensures playability
Testing Approach:
def test_map_symmetry():
map_data = generate_map(MapDefinition(symmetry=Axis.X))
assert map_data.is_symmetric(axis=Axis.X, tolerance=0.01)
assert map_data.spawn_points[0].distance_to_center() == \
map_data.spawn_points[1].distance_to_center()
3. Weapons and Props
Procedural Weapon Generation:
- Base weapon mesh generated from parametric definitions
- Attachment points calculated programmatically
- Animation rigs generated from bone placement rules
- Weapon stats derived from balance formulas
Weapon Parameters:
WeaponDefinition:
- Class: [AssaultRifle, SMG, Sniper, Launcher]
- Barrel Length: Float (affects accuracy, velocity)
- Magazine Size: Int (affects reload time)
- Caliber: Float (affects damage, recoil)
- Fire Rate: Float (rounds per minute)
- Attachment Slots: List of rail positions
Generation Benefits:
- Rapid weapon prototyping
- Consistent visual style
- Automatic balance testing
- Easy to create variants
Testing Approach:
def test_weapon_damage_falloff():
rifle = generate_weapon(WeaponClass.ASSAULT_RIFLE)
damage_curve = rifle.calculate_damage_curve()
assert damage_curve.at_distance(0) == rifle.base_damage
assert damage_curve.at_distance(100) < rifle.base_damage
assert damage_curve.is_monotonic_decreasing()
4. Materials and Textures
Procedural Materials:
- Master materials with extensive parameter controls
- Substance Designer integration for texture generation
- Runtime material parameter modifications
Material Generation:
MaterialDefinition:
- Base Color: RGB or texture
- Roughness: Value or map
- Metallic: Value or map
- Normal Strength: Float
- Wear Pattern: Procedural or texture
- Team Color Mask: Grayscale mask for tinting
- Detail Normal: Tiling detail texture
Substance Integration:
- Generate texture sets from procedural graphs
- Parameters expose: wear, dirt, rust, damage
- Batch generation for variations
- Version control friendly (graphs, not large files)
Testing:
def test_material_team_tinting():
material = generate_team_material(team=TeamAlpha)
assert material.get_parameter('TeamColor') == TEAM_ALPHA_COLOR
assert material.has_valid_texture_channels()
5. UI Elements
Procedural UI Generation:
- HUD elements sized and positioned programmatically
- Resolution-independent layouts
- Theme-driven color schemes
UI Generation:
- Widget blueprints created from data definitions
- Automatic layout using constraint systems
- Font sizes calculated from resolution and viewing distance
- Icon generation from vector definitions
Testing:
def test_hud_scaling():
hud = generate_hud(resolution=(1920, 1080))
assert hud.readability_score() > 0.8
assert hud.fits_safe_area()
hud_4k = hud.scale_to(resolution=(3840, 2160))
assert hud_4k.element_sizes_proportional_to(hud)
Game Mechanics Simulation
Simulation Framework
Beyond asset generation, we can simulate actual game mechanics to validate design decisions before implementation.
Simulation Capabilities:
1. Physics Simulation
Block Stability Testing:
- Simulate block stacking and stability
- Test maximum unsupported spans
- Validate collision behavior
- Measure performance impact of complex structures
class BlockPhysicsSimulation:
def test_tower_stability(self, height: int):
"""Simulate a tower of blocks to find collapse height"""
tower = []
for i in range(height):
block = spawn_block(position=(0, 0, i * BLOCK_SIZE))
tower.append(block)
if not self.run_physics_step(duration=2.0):
return False # Tower collapsed
return True # Stable
def test_bridge_span(self, span: float):
"""Test maximum unsupported bridge length"""
# Place support blocks at ends
# Add bridge panels between
# Simulate physics with weight
return calculate_max_stable_span()
Applications:
- Determine safe building constraints
- Set block limits before performance degrades
- Validate frozen vs unfrozen states
- Test destruction propagation
2. Combat Mechanics Simulation
Weapon Balance Testing:
- Simulate engagement scenarios
- Calculate time-to-kill (TTK) for different ranges
- Test damage falloff curves
- Validate hit detection
class CombatSimulation:
def simulate_engagement(self, attacker_class, defender_class, range_m):
"""Simulate 1v1 combat encounter"""
attacker = create_player(attacker_class)
defender = create_player(defender_class)
# Calculate hits based on accuracy at range
hits_to_kill = defender.health / attacker.weapon.damage_at_range(range_m)
time_to_kill = hits_to_kill / attacker.weapon.fire_rate
# Account for defender's ability to retreat/return fire
defender_can_escape = defender.move_speed * time_to_kill > SAFE_DISTANCE
return {
'ttk': time_to_kill,
'can_escape': defender_can_escape,
'balance_score': calculate_balance_metric(...)
}
Applications:
- Balance weapon damage and fire rates
- Validate class roles and counters
- Test different engagement scenarios
- Ensure no dominant strategies
3. Flag Capture Simulation
Objective Flow Testing:
- Simulate flag running routes
- Test capture timing and scoring
- Validate team balance
class ObjectiveSimulation:
def simulate_capture_attempt(self, fort_layout, runner_class):
"""Simulate flag capture with given fort design"""
runner = create_player(runner_class, has_flag=True)
path = calculate_optimal_path(fort_layout, runner.move_speed)
# Simulate defenders attempting to intercept
defenders = place_defenders(fort_layout)
interception_probability = calculate_interception_chance(
path, defenders, runner.move_speed
)
capture_time = len(path) / runner.move_speed
return {
'capture_time': capture_time,
'interception_chance': interception_probability,
'path_complexity': analyze_path_difficulty(path)
}
Applications:
- Validate map balance
- Test fort effectiveness
- Determine optimal class for flag running
- Balance capture scoring
4. Build Phase Simulation
Fort Construction Strategies:
- Simulate different building approaches
- Test block placement algorithms
- Measure construction efficiency
class BuildPhaseSimulation:
def simulate_fort_construction(self, strategy, time_limit):
"""Simulate team building a fort"""
fort = Fort()
time_elapsed = 0
while time_elapsed < time_limit:
# AI builder places blocks according to strategy
action = strategy.next_action(fort, time_limit - time_elapsed)
if action.is_valid():
fort.add_block(action.block, action.position)
time_elapsed += action.duration
return {
'blocks_placed': fort.block_count,
'coverage_score': fort.calculate_coverage(),
'choke_points': fort.analyze_choke_points(),
'defensive_rating': fort.calculate_defensive_value()
}
Applications:
- Test AI bot building strategies
- Validate block limits are sufficient
- Benchmark construction efficiency
- Generate example fort designs
5. Network Performance Simulation
Multiplayer Load Testing:
- Simulate player counts and actions
- Measure replication bandwidth
- Test server tick rate under load
class NetworkSimulation:
def simulate_multiplayer_match(self, player_count, match_duration):
"""Simulate network load for a full match"""
server = MockServer()
players = [MockPlayer() for _ in range(player_count)]
# Simulate build phase
build_data = self.simulate_build_phase(players)
server.replicate_blocks(build_data)
# Simulate combat phase
combat_data = self.simulate_combat_phase(players)
server.replicate_combat_events(combat_data)
return {
'peak_bandwidth': server.peak_bandwidth_mbps,
'average_tick_rate': server.average_tick_rate,
'replication_bottlenecks': server.identify_bottlenecks(),
'player_count_limit': server.estimate_player_limit()
}
Applications:
- Determine maximum player counts
- Optimize replication strategies
- Identify performance bottlenecks
- Validate network code before implementation
Python Integration
Python Usage in UE5:
1. Editor Scripts
- Asset batch processing
- Content validation
- Automated testing
- Build pipeline automation
Example Use Cases:
# Batch generate all block variations
from unreal_engine_toolkit import generate_block_library
def generate_all_blocks():
"""Generate complete block library"""
sizes = ['small', 'medium', 'large']
types = ['cube', 'panel', 'beam']
for size in sizes:
for block_type in types:
generate_block(
type=block_type,
size=size,
output_path=f'/Game/Blocks/{size}_{block_type}'
)
2. Content Pipeline
- Import processing
- Texture generation
- Material setup automation
- LOD generation
3. Testing Infrastructure
- Unit tests for procedural systems
- Integration tests for game mechanics
- Performance benchmarks
- Regression testing
Test Framework:
import unittest
from unreal_fort_tests import BlockGenerator, MapGenerator
class TestBlockGeneration(unittest.TestCase):
def setUp(self):
self.generator = BlockGenerator()
def test_cube_generation(self):
"""Verify cube blocks generate correctly"""
block = self.generator.create_cube(size=1.0)
self.assertEqual(block.face_count, 6)
self.assertTrue(block.is_manifold())
self.assertAlmostEqual(block.volume, 1.0, places=2)
def test_team_material_application(self):
"""Verify team colors apply correctly"""
block = self.generator.create_cube(size=1.0)
block.apply_team_material(team='alpha')
self.assertEqual(block.material.team_color, TEAM_ALPHA_COLOR)
class TestMapGeneration(unittest.TestCase):
def test_symmetrical_layout(self):
"""Verify maps generate with symmetry"""
map_gen = MapGenerator(symmetry='x_axis')
layout = map_gen.generate()
self.assertTrue(layout.is_symmetric(tolerance=0.1))
4. Data Generation
- Configuration file generation
- Balance tables
- Localization strings
- Documentation generation
5. Quick Start: Setting Up Testing
Development Environment Setup:
# Clone repository
git clone https://github.com/yourorg/BlockWar.git
cd BlockWar
# Install Python dependencies
pip install -r requirements.txt
pip install -r requirements-test.txt
# Run unit tests (no UE5 required)
pytest tests/unit/ -v
# Generate procedural content (requires UE5)
python scripts/generate_all_content.py
# Run UE5 automation tests (requires UE5 editor)
UnrealEditor.exe BlockWar.uproject -ExecCmds="Automation RunTests;Quit"
Running Tests in CI/CD:
- Unit tests run on every commit (GitHub Actions)
- Integration tests run on pull requests
- Full UE5 build tests run on main branch merges
- See
.github/workflows/ci.ymlfor complete pipeline
Test-Driven Development Workflow:
- Write Python unit test for generation logic
- Implement generation algorithm in Python
- Run
pytestto verify (fast, no UE5 needed) - Integrate with UE5 APIs
- Run UE5 automation tests to verify integration
- Commit and push (CI/CD runs full test suite)
Testing Strategy
Unit Tests
Coverage Areas:
-
Procedural Generation
- Mesh generation produces valid geometry
- Materials apply correctly
- LODs generate properly
- Collision is accurate
-
Game Logic
- Damage calculations
- Scoring systems
- Phase transitions
- Flag mechanics
-
Physics Systems
- Block stability
- Collision detection
- Freeze/unfreeze states
- Destruction propagation
Example Test Suite Structure:
tests/
├── unit/
│ ├── test_block_generation.py
│ ├── test_weapon_stats.py
│ ├── test_damage_calculation.py
│ └── test_physics_stability.py
├── integration/
│ ├── test_build_phase.py
│ ├── test_combat_phase.py
│ └── test_flag_capture.py
├── simulation/
│ ├── test_balance_scenarios.py
│ ├── test_map_flow.py
│ └── test_network_load.py
└── performance/
├── test_block_limits.py
├── test_player_counts.py
└── test_rendering_performance.py
Integration Tests
- Full gameplay cycle tests
- Networked multiplayer scenarios
- Build-to-combat transitions
- Complete match simulations
Performance Tests
- Frame rate benchmarks with various block counts
- Network bandwidth under load
- Memory usage profiling
- Load time measurements
Continuous Integration
Automated Testing Pipeline:
- Code commit triggers tests
- Run unit tests (fast, < 1 minute)
- Run integration tests (medium, 5-10 minutes)
- Run simulation tests (slower, 15-30 minutes)
- Generate test report
- Block merge if tests fail
Benefits:
- Catch regressions early
- Validate balance changes
- Ensure performance targets
- Document expected behavior
How UE5 Procedural Generation Enables Unit Testing
Testing Architecture:
-
Python Scripts: Core generation logic lives in Python scripts that can be tested independently
# scripts/generators/block_generator.py - Testable outside UE5 def generate_block_parameters(block_type, size): # Pure Python logic, fully unit testable return BlockParams(...) -
UE5 Integration: Python scripts call UE5 APIs to create actual assets
# Only executed in UE5 editor import unreal block_params = generate_block_parameters('cube', 1.0) # Tested unreal.EditorAssetLibrary.create_asset(...) # UE5 integration -
C++ Systems: Game logic in C++ with dedicated test targets
// Can be compiled and tested separately from editor class BlockPhysicsSystem { bool IsStable(const BlockConfig& config); // Unit testable };
This approach provides:
- ✅ Fast unit tests (Python/C++) without launching UE5 editor
- ✅ Integration tests within UE5 automation framework
- ✅ CI/CD pipeline compatibility
- ✅ Code coverage metrics
- ✅ Rapid iteration cycles
Benefits Summary
Procedural Generation + Testing Advantages:
- Rapid Iteration: Change parameters, regenerate, test automatically
- Consistency: Algorithmic generation ensures uniform quality
- Scalability: Easy to expand content library
- Validation: Automated testing catches issues early
- Documentation: Tests serve as executable specifications
- Balance: Simulation validates gameplay before implementation
- Performance: Profile generated content before runtime
- Maintainability: Fewer manual assets to maintain
- Collaboration: Designers adjust parameters, not assets
- Quality Assurance: Unit tests prevent regressions
Development Workflow:
1. Define parameters (data-driven design)
2. Write generation algorithm
3. Write unit tests for validation
4. Generate content programmatically
5. Run automated tests
6. Iterate on parameters based on test results
7. Simulate gameplay scenarios
8. Refine based on simulation data
9. Deploy to engine for playtesting
10. Repeat cycle
This procedural-first approach ensures BlockWar is built on a solid, testable foundation that can evolve and scale efficiently.
CI/CD Pipeline
Overview
A robust CI/CD (Continuous Integration/Continuous Deployment) pipeline is essential for BlockWar development, ensuring code quality, catching regressions early, and automating the build and deployment process. The pipeline will handle code validation, automated testing, builds, and deployment to various environments.
Pipeline Architecture
CI/CD Platform Options:
- GitHub Actions: Primary choice for repository-integrated CI/CD
- Jenkins: Alternative for self-hosted solution with more control
- TeamCity: Option for Unreal Engine specific optimizations
- GitLab CI/CD: If using GitLab for repository hosting
Recommended: GitHub Actions
- Native GitHub integration
- Free for public repositories
- Good Windows support (important for UE5)
- Large ecosystem of actions
- Self-hosted runner support for heavy builds
Pipeline Stages
Stage 1: Code Quality Checks (Fast - 2-5 minutes)
Triggered on: Every push, every pull request
Jobs:
-
Linting and Code Style
- name: Lint C++ Code run: | clang-format --dry-run --Werror **/*.cpp **/*.h - name: Lint Python Code run: | pylint scripts/ tests/ black --check scripts/ tests/ flake8 scripts/ tests/ - name: Lint Blueprints run: | python scripts/validate_blueprints.py -
Static Analysis
- name: C++ Static Analysis run: | clang-tidy Source/**/*.cpp - name: Check for Common Issues run: | python scripts/check_common_issues.py # Check for: TODO comments, debug code, hardcoded paths -
Documentation Check
- name: Verify Documentation run: | python scripts/verify_docs.py # Ensure public APIs are documented # Check for broken links in markdown
Success Criteria:
- All linters pass
- No critical static analysis warnings
- Documentation is complete
Stage 2: Unit Tests (Medium - 5-10 minutes)
Triggered on: After Stage 1 passes
Jobs:
-
Python Unit Tests
- name: Run Python Tests run: | pytest tests/unit/ --cov=scripts --cov-report=xml - name: Upload Coverage uses: codecov/codecov-action@v3 with: files: ./coverage.xml -
C++ Unit Tests
- name: Build Test Binaries run: | cmake --build build --target BlockWarTests - name: Run C++ Tests run: | ./build/BlockWarTests --gtest_output=xml:test-results.xml -
Procedural Generation Tests
- name: Test Block Generation run: | pytest tests/unit/test_block_generation.py -v - name: Test Map Generation run: | pytest tests/unit/test_map_generation.py -v - name: Validate Generated Assets run: | python scripts/validate_generated_assets.py
Success Criteria:
- All unit tests pass
- Code coverage >= 70%
- No memory leaks detected
Stage 3: Integration Tests (Slower - 15-30 minutes)
Triggered on: After Stage 2 passes (only on main branch and PRs)
Jobs:
-
Gameplay Simulation Tests
- name: Run Combat Simulations run: | pytest tests/simulation/test_combat_balance.py -v - name: Run Physics Simulations run: | pytest tests/simulation/test_block_physics.py -v - name: Run Network Simulations run: | pytest tests/simulation/test_network_load.py -v -
Integration Test Suite
- name: Build Phase Integration Tests run: | pytest tests/integration/test_build_phase.py -v - name: Combat Phase Integration Tests run: | pytest tests/integration/test_combat_phase.py -v - name: Full Match Simulation run: | pytest tests/integration/test_full_match.py -v
Success Criteria:
- All integration tests pass
- Simulation results within expected parameters
- Balance metrics meet targets
Stage 4: Unreal Engine Build (Heavy - 30-60 minutes)
Triggered on: After Stage 3 passes (main branch, release branches, and tagged releases)
Jobs:
-
Editor Build
- name: Setup Unreal Engine uses: game-ci/setup-unreal@v1 with: unreal-version: '5.3' - name: Build Editor run: | RunUAT BuildEditor -project=BlockWar.uproject -platform=Win64 - name: Verify Editor Starts run: | UnrealEditor.exe BlockWar.uproject -ExecCmds="Automation RunTests System.Core;Quit" -unattended -
Procedural Content Generation
- name: Generate Game Content run: | UnrealEditor.exe BlockWar.uproject -run=PythonScript -script=generate_all_content.py -unattended - name: Validate Generated Content run: | python scripts/validate_ue_content.py -
Package Game Builds
- name: Package Windows Client run: | RunUAT BuildCookRun -project=BlockWar.uproject -platform=Win64 -clientconfig=Development -cook -stage -pak -archive -archivedirectory=builds/Windows - name: Package Windows Server run: | RunUAT BuildCookRun -project=BlockWar.uproject -platform=Win64 -clientconfig=Development -server -serverconfig=Development -cook -stage -pak -archive -archivedirectory=builds/WindowsServer - name: Package Linux Server (Optional) run: | RunUAT BuildCookRun -project=BlockWar.uproject -platform=Linux -server -serverconfig=Development -cook -stage -pak -archive -archivedirectory=builds/LinuxServer
Success Criteria:
- Editor builds successfully
- All content generates without errors
- Game packages successfully
- Package size within limits
Stage 5: Automated Gameplay Tests (Heavy - 20-40 minutes)
Triggered on: After Stage 4 passes (main branch and release candidates)
Jobs:
-
Automated Playtesting
- name: Run Bot Match Tests run: | UnrealEditor.exe BlockWar.uproject -ExecCmds="Automation RunTests Project.BotMatch;Quit" -unattended -ReportOutputPath=test-reports/ - name: Analyze Test Results run: | python scripts/analyze_bot_match_results.py test-reports/ -
Performance Benchmarks
- name: Run Performance Tests run: | UnrealEditor.exe BlockWar.uproject -ExecCmds="Automation RunTests Project.Performance;Quit" -unattended - name: Profile Frame Rate run: | python scripts/profile_performance.py - name: Check Performance Regression run: | python scripts/compare_performance.py --baseline=main --current=HEAD -
Network Load Testing
- name: Start Test Server run: | BlockWarServer.exe -log -unattended & - name: Simulate Player Load run: | python scripts/simulate_multiplayer_load.py --players=32 --duration=300 - name: Analyze Network Stats run: | python scripts/analyze_network_performance.py
Success Criteria:
- Bot matches complete without crashes
- Frame rate meets targets (60+ FPS)
- Network performance within acceptable limits
- No memory leaks over extended play
Stage 6: Deployment (Variable time)
Triggered on: Manual approval after Stage 5 passes, or automatically on tagged releases
Deployment Targets:
-
Development Builds (Automatic)
- name: Upload to Development Server run: | aws s3 sync builds/ s3://blockwar-dev/builds/${{ github.sha }}/ --delete - name: Update Development Server run: | ssh dev-server "cd /opt/blockwar && ./update.sh ${{ github.sha }}" - name: Notify Team uses: 8398a7/action-slack@v3 with: status: custom custom_payload: | { text: "New development build available: ${{ github.sha }}" } -
Staging Environment (Automatic on main branch)
- name: Deploy to Staging run: | aws s3 sync builds/ s3://blockwar-staging/builds/${{ github.sha }}/ kubectl apply -f k8s/staging/ kubectl set image deployment/blockwar-server blockwar-server=blockwar:${{ github.sha }} -
Production (Manual approval required)
- name: Deploy to Production if: startsWith(github.ref, 'refs/tags/v') run: | aws s3 sync builds/ s3://blockwar-prod/releases/${{ github.ref_name }}/ kubectl apply -f k8s/production/ - name: Create Release Notes run: | python scripts/generate_release_notes.py --version=${{ github.ref_name }} - name: Publish to Steam (Future) run: | steamcmd +login $STEAM_USER +run_app_build ../scripts/steam_build.vdf +quit
Self-Hosted Runners
Why Self-Hosted Runners:
- Unreal Engine builds are resource-intensive
- Require Windows machines with specific hardware
- GitHub Actions free tier has limited Windows minutes
- Better control over build environment
- Can leverage powerful hardware (32GB+ RAM, SSD storage)
Setup:
# .github/workflows/build.yml
jobs:
unreal-build:
runs-on: [self-hosted, windows, unreal-engine]
steps:
# Build steps here
Hardware Requirements:
- CPU: 8+ cores (Ryzen 9 / Intel i9 or better)
- RAM: 32GB minimum, 64GB recommended
- Storage: 500GB+ SSD for Unreal Engine and build artifacts
- GPU: Not strictly required but helpful for automated testing
- OS: Windows 10/11 or Windows Server 2019+
Runner Configuration:
# Install runner as a service
./config.cmd --url https://github.com/yourorg/BlockWar --token YOUR_TOKEN --labels windows,unreal-engine --unattended
./run.cmd
Caching Strategy
Cache Key Elements: To speed up builds, cache frequently used but slowly changing data.
Caching Unreal Engine:
- name: Cache Unreal Engine
uses: actions/cache@v3
with:
path: |
C:/UnrealEngine
~/UnrealEngine
key: ue-5.3-${{ runner.os }}
Caching Build Artifacts:
- name: Cache Build Intermediates
uses: actions/cache@v3
with:
path: |
Intermediate/
Saved/
.vs/
key: build-cache-${{ runner.os }}-${{ hashFiles('Source/**/*.cpp', 'Source/**/*.h') }}
restore-keys: |
build-cache-${{ runner.os }}-
Caching Python Dependencies:
- name: Cache Python Dependencies
uses: actions/cache@v3
with:
path: ~/.cache/pip
key: pip-${{ hashFiles('requirements.txt') }}
Caching Generated Content:
- name: Cache Generated Assets
uses: actions/cache@v3
with:
path: Content/Generated/
key: generated-content-${{ hashFiles('scripts/generate_content.py') }}
Continuous Monitoring
Build Metrics to Track:
- Build Times: Track how long each stage takes
- Test Pass Rate: Percentage of tests passing over time
- Code Coverage: Ensure coverage doesn't decrease
- Performance Metrics: Frame rate, memory usage, network latency
- Build Size: Track package size over time
- Failure Rate: Monitor how often builds fail
Monitoring Tools:
- GitHub Insights: Built-in analytics
- Codecov: Code coverage tracking
- Grafana + Prometheus: Custom metrics dashboards
- Sentry: Error tracking and monitoring
Alerts:
- name: Notify on Failure
if: failure()
uses: 8398a7/action-slack@v3
with:
status: ${{ job.status }}
text: 'Build failed on ${{ github.ref }}'
webhook_url: ${{ secrets.SLACK_WEBHOOK }}
Branch Strategy
Branch Protection Rules:
Main Branch:
- Require pull request reviews (1+ approvals)
- Require status checks to pass:
- Code quality checks
- Unit tests
- Integration tests
- Require branches to be up to date
- Require linear history (no merge commits)
- Require signed commits (optional but recommended)
Development Branch:
- Less strict, but still require tests to pass
- Automatic deployment to dev environment
Feature Branches:
- Run code quality and unit tests only (faster feedback)
- Full integration tests only when merging to main
Release Branches:
- Full test suite
- Additional release candidate testing
- Manual deployment approval
Workflow:
feature/new-weapon → PR → development → PR → main → tag → production
↓ ↓ ↓
Tests Full CI Release
Example GitHub Actions Workflow
Complete workflow file:
# .github/workflows/ci.yml
name: BlockWar CI/CD
on:
push:
branches: [ main, development ]
tags: [ 'v*' ]
pull_request:
branches: [ main, development ]
env:
UE_VERSION: '5.3'
PROJECT_NAME: 'BlockWar'
jobs:
code-quality:
name: Code Quality Checks
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v3
- name: Set up Python
uses: actions/setup-python@v4
with:
python-version: '3.11'
- name: Install Python dependencies
run: |
pip install -r requirements-dev.txt
- name: Lint Python
run: |
black --check scripts/ tests/
flake8 scripts/ tests/
pylint scripts/ tests/
- name: Check C++ formatting
run: |
python scripts/check_cpp_format.py
- name: Static analysis
run: |
python scripts/static_analysis.py
unit-tests:
name: Unit Tests
needs: code-quality
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v3
- name: Set up Python
uses: actions/setup-python@v4
with:
python-version: '3.11'
- name: Install dependencies
run: |
pip install -r requirements.txt
pip install -r requirements-test.txt
- name: Run Python unit tests
run: |
pytest tests/unit/ --cov=scripts --cov-report=xml -v
- name: Upload coverage
uses: codecov/codecov-action@v3
with:
files: ./coverage.xml
- name: Test procedural generation
run: |
pytest tests/unit/test_block_generation.py -v
pytest tests/unit/test_map_generation.py -v
integration-tests:
name: Integration Tests
needs: unit-tests
runs-on: ubuntu-latest
if: github.event_name == 'push' || github.base_ref == 'main'
steps:
- uses: actions/checkout@v3
- name: Set up Python
uses: actions/setup-python@v4
with:
python-version: '3.11'
- name: Install dependencies
run: |
pip install -r requirements.txt
pip install -r requirements-test.txt
- name: Run simulations
run: |
pytest tests/simulation/ -v
- name: Run integration tests
run: |
pytest tests/integration/ -v
unreal-build:
name: Build Unreal Engine Project
needs: integration-tests
runs-on: [self-hosted, windows, unreal-engine]
if: github.ref == 'refs/heads/main' || startsWith(github.ref, 'refs/tags/v')
steps:
- uses: actions/checkout@v3
- name: Generate procedural content
run: |
python scripts/generate_all_content.py
- name: Build Editor
run: |
& "C:/UnrealEngine/Engine/Build/BatchFiles/RunUAT.bat" BuildEditor -project="${{ github.workspace }}/${{ env.PROJECT_NAME }}.uproject" -platform=Win64
- name: Run Unreal automation tests
run: |
& "C:/UnrealEngine/Engine/Binaries/Win64/UnrealEditor.exe" "${{ github.workspace }}/${{ env.PROJECT_NAME }}.uproject" -ExecCmds="Automation RunTests System;Quit" -unattended -nopause -NullRHI -log
- name: Package game
run: |
& "C:/UnrealEngine/Engine/Build/BatchFiles/RunUAT.bat" BuildCookRun -project="${{ github.workspace }}/${{ env.PROJECT_NAME }}.uproject" -platform=Win64 -clientconfig=Development -cook -stage -pak -archive -archivedirectory="${{ github.workspace }}/builds/Windows"
- name: Upload build artifacts
uses: actions/upload-artifact@v3
with:
name: windows-build-${{ github.sha }}
path: builds/Windows/
retention-days: 30
deploy-dev:
name: Deploy to Development
needs: unreal-build
runs-on: ubuntu-latest
if: github.ref == 'refs/heads/main'
steps:
- name: Download build artifacts
uses: actions/download-artifact@v3
with:
name: windows-build-${{ github.sha }}
- name: Deploy to dev server
run: |
aws s3 sync . s3://blockwar-dev/builds/${{ github.sha }}/ --delete
- name: Notify team
uses: 8398a7/action-slack@v3
with:
status: custom
custom_payload: |
{
text: "New development build deployed: ${{ github.sha }}"
}
env:
SLACK_WEBHOOK_URL: ${{ secrets.SLACK_WEBHOOK }}
deploy-production:
name: Deploy to Production
needs: unreal-build
runs-on: ubuntu-latest
if: startsWith(github.ref, 'refs/tags/v')
environment:
name: production
url: https://play.blockwar.gg
steps:
- name: Download build artifacts
uses: actions/download-artifact@v3
with:
name: windows-build-${{ github.sha }}
- name: Deploy to production
run: |
aws s3 sync . s3://blockwar-prod/releases/${{ github.ref_name }}/ --delete
- name: Create GitHub Release
uses: softprops/action-gh-release@v1
with:
files: |
builds/Windows/**/*
generate_release_notes: true
Benefits of CI/CD for BlockWar
- Automated Testing: Catch bugs before they reach players
- Consistent Builds: Every build is reproducible
- Fast Iteration: Developers get quick feedback
- Quality Assurance: Enforced code standards
- Confidence: Deploy with confidence knowing tests pass
- Transparency: Team visibility into build status
- Procedural Validation: Automated testing of generated content
- Performance Tracking: Monitor performance regressions
- Balance Validation: Simulate gameplay to ensure balance
- Documentation: CI output serves as project documentation
The CI/CD pipeline is critical for maintaining code quality and rapid iteration in BlockWar development, especially given the procedural generation approach that enables comprehensive automated testing.
Development Roadmap
Phase 1: Core Prototype
- Basic build and combat phase system
- Simple block types and physics manipulation
- Basic flag capture mechanics
- Single test map
- Basic networking
Phase 2: Gameplay Expansion
- Multiple block types and sizes
- Full class system with weapons
- Destructible blocks
- Phase transition polish
- Multiple maps
Phase 3: Polish and Balance
- UI/UX refinement
- Visual and audio polish
- Gameplay balancing
- Performance optimization
- Tutorial system
Phase 4: Community Features
- Server browser
- Custom server settings
- Workshop integration
- Replay system
- Statistics tracking
Success Metrics
Player Engagement
- Average match duration
- Player retention rate
- Matches per player session
Balance Indicators
- Win rate parity between teams
- Class selection distribution
- Average fort complexity and effectiveness
Technical Performance
- Server tick rate stability
- Client frame rate (target: 60+ FPS)
- Network latency tolerance
- Block count limits without performance degradation
Conclusion
BlockWar aims to bring innovative build-and-combat gameplay to a modern audience using Unreal Engine 5. By implementing the core build-combat cycle while leveraging UE5's advanced capabilities, the project will deliver a fresh take on the fusion of construction and competitive FPS action. The original implementation ensures a unique experience while staying true to the spirit of tactical creativity and team-based action.
This design brief serves as the foundation for development, providing clear direction on mechanics, technical implementation, and player experience goals. Success will be measured by creating an engaging, balanced, and performant multiplayer experience that captures the magic of building forts and then battling over them.