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Releases: Kustrica/Depthrun

v1.0.0 – Depthrun

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@Kustrica Kustrica released this 16 May 13:44

Depthrun v1.0.0 – Pre-Defense Build

First feature-complete release of the diploma project. The custom Adaptive Enemy Behavior module is fully wired into the game and ready for committee demonstration.

W, A, S, D - Movement
LMB – Attack
1 – Sword
2 – Bow
E – Use Potion

F3 – Open DebugWidget
Y – God Mode
U – Super Attack

Highlights

Adaptive Behavior Module (core diploma deliverable)

  • 3-layer decision pipeline in 100% C++ – no Behavior Tree, no ML
  • Layer 1: ContextEvaluator – 6 normalized factors (distance, weapon, HP, allies, room density, agressive memory)
  • Layer 2: ThreatCalculatorT_final = clamp(Σ wᵢ × fᵢ, 0, 1)
  • Layer 3: StateTransitionResolverFinalScore = Utility - Cost + Inertia + Pattern
  • DynamicWeightManager adjusts weights via deterministic feedback loop
  • PatternRecognizer – 2-gram + 3-gram window of size 15
  • Evaluation on FTimerManager every 0.3 s
  • bAdaptiveEnabled flag for A/B testing against vanilla FSM
  • Real-time UDebugAdaptiveWidget overlay for committee demonstration

Gameplay Systems

  • Procedural dungeon (multi-cell rooms: 1×1) - to do (1×1, 2×1, 1×2, 2×2, L-shape)
  • Two-slot weapon system: Sword + Bow
  • 7 per-run item modifiers (Ricochet, Pierce, Multishot, etc.)
  • 4 persistent Hub upgrades (Damage, Range, ArrowCount, MaxHP)
  • Chest loot system with diamonds + potions + 70% run-item drop
  • Boss-room
  • Niagara VFX for chest opens, victory and defeat screens
  • Crossfading music system with combat trigger

Persistence

  • SQLite-backed save subsystem (Saved/Depthrun.db)
  • player_profile table for metaprogression
  • run_history table written every run for diploma statistics

Tooling

  • Real-time debug widget per enemy (max 4)
  • Console commands for economy, items, DB inspection

Requirements

  • Windows 10/11 x64
  • Unreal Engine 5.7
  • Visual Studio 2022 (Game development with C++)

Build

  1. Generate VS project files from Depthrun.uproject
  2. Build configuration: Development Editor | Win64
  3. Open L_MainMenu and press Play

The game environment is a demonstration polygon. The engineering result is a software module of adaptive behavior implementing a 3-layer threat assessment model with dynamic weight correction, time-decay memory, N-gram pattern recognition, and utility-based state selection.