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  • STEEL SILK

I was responsible for developing the enemies behavior, my main goal in this project was to create enemies that would attack the players in many different ways, creating an interesting and fun gameplay. After valuating many different ideas, i established that the game would feature four different types of enemy: an Ant, a Hornet, a Scorpion and a Rhino. They would always know the location of the closest player and try to attack him. Each enemy would differs form the others in how it would move around the level and attack the player. 

Steel Silk Reel.mov

The actual AI part of the enemies is managed by the Behavior Tree and BlackBoard systems which are integrated into Unreal Engine 5 by default. 

First I created a BlackBoard that I filled with all the key data that the enemies would use during the game. Then, I programmed a single behavior tree called "General BT". This tree was used as a prototype for testing some of the tasks that all the enemies would use in game. These tasks were then collected to create two subtrees that could be easily implemented in the various enemies' behaviours. One subtree was responsible for the behavior of chasing the player, while the other was responsible for escaping or getting distracted by the players' special abilities.

  • AI VECTOR

I designed a comprehensive system that incorporates various abilities, particularly the ability to cloak and sneak around. This necessitated the creation of different AI states to respond effectively to player actions. Initially, I encountered issues where the AI would continue targeting the player even when cloaked. To resolve this, I implemented a check to determine if the player was cloaked and adjusted the AI’s state accordingly.

This system leverages several features of Unreal Engine, including Environmental Query System (EQS), behavior trees, a custom AI controller, and a custom patrol component.


Vector AI Controller.mp4

With EQS, I created a custom context so that I could generate points around it. I then scored the points based on distance and visibility to the player.

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