Master's Project Week 6
- Kristian Manning
- Jul 1, 2018
- 2 min read
This week has been the result of a lot of progress both visually and technically. I have finally managed to get a decent AI enemy working and have done some visual overhaul on certain areas of the first section of the level.
The AI enemy now patrols an area within its Navigable bounds and this also sets a walk speed that is slower than the character. If the character enters a radius that is close to the enemy and is spotted, the enemy's speed is increased to a run and upon reaching a certain point, shoots and damages the player. If the player manages to escape the enemy's line of sight, the location of where the player escapes the player's sight is recorded as an object within the world which the enemy will move towards to check if the player is there. If the player is not at that position and is hiding, then the enemy will go back to patrol. Finally, if the player engages and damages the enemy whilst they're patrolling, their combat state will be activated and will perform the previously mentioned shooting engagement.
In terms of visual overhaul, I have changed a lot of the Back Alley area from static blocks to the industrial slum I was going for. Here are the results so far. A decent amount of progress has been made however I have a long way to go and now that I have the general visual theme I want for this level I am going to start blocking out the next sections of the level before I do any more visual changes. I would not normally take the development steps in the order I have for this project however during my level design blockouts and mechanics creation I felt that I was in a bit of a slump with the creation and started to lack motivation in those areas. Now I feel refreshed and ready to return those clinical areas of the design.
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