Line Tower Wars Unreal Engine 5.8 editor capture showing the Arcane Highlands battlefield, ornate HUD, lanes, towers, and editor panels.

project / code

Line Tower Wars Rebuild

DateMay 2025
CategoryAI, Unreal Engine, Unreal Engine MCP
StackUnreal Engine 5.8, Unreal Engine MCP, C++

One of my favorite long-running projects is rebuilding Line Tower Wars, the Warcraft III custom tower-defense map. The first playable version lived in Three.js, which let me prove the basic loop quickly: lanes, waves, towers, build grids, sends, research, UI, and the general feel of the original.

In July 2026, I brought Claude Fable 5 back into the workflow and paired it with the UE 5.8 MCP. That lets the agents work through the actual editor instead of only handing me code patches: inspect the level, tune the C++ and UMG shell, run headless commands, import Meshy and Blender assets, compile the project, and use engine captures as proof.

I use Claude and Codex across the same production loop rather than assigning each one fixed territory. The deterministic /sim layer remains the gameplay truth, /game handles Unreal presentation and input, and the MCP lets the agents see the editor state they are changing. The Three.js build is still a useful gameplay reference, but the vertical slice now lives in Unreal.

I have been using this as a benchmark for AI coding tools since GPT-4 in 2023. Back then I would copy and paste snippets into my editor, and every new generation got the project a little further before hitting a wall. The breakthrough now is that the agents are not just generating code; they are operating the full production loop with me.

Line Tower Wars Unreal Engine 5.8 editor capture showing the Arcane Highlands battlefield, ornate HUD, minimap, tower info, build controls, send units panel, research cards, lanes, and editor Outliner.
Current UE 5.8 MCP capture: Claude Fable 5 is back in the workflow, and the Unreal version is moving fast enough to feel like a real game production loop instead of a loose prototype.

The current milestone is not final art. It is a native Unreal playtest shell with a readable two-lane battlefield, ornate RTS HUD framing, tower build and inspection panels, send controls, research state, and proof captured from the engine itself. That is the point where the project stops feeling like a browser prototype and starts behaving like game production.

Line Tower Wars opening battlefield with two lanes, build panel, send panel, and research controls.
Earlier Three.js prototype: the two-lane browser playtest proved build, send, research, player stats, and the overall match read.
Line Tower Wars build grid preview showing tower placement cells across both lanes.
The browser prototype made placement and path readability testable before the move to Unreal.
Line Tower Wars battlefield with multiple starter towers placed on each lane.
Early tower placement pass from the Three.js version, useful now as a reference for camera distance and lane readability.
Line Tower Wars lean HUD view with towers, portals, research panel, and player stats.
Lean HUD pass from the prototype. The same information hierarchy will carry into the Unreal UI pass later.
Line Tower Wars match setup screen with lane layout, map, and AI opponent options.
The old match setup screen: still a useful reference for what the eventual desktop flow needs to expose.
Line Tower Wars alpha main menu with single-player controls.
The alpha main menu from the earlier browser build.