James Bland - 22142846
Game project included in folder called mouseback trials
game project included in folder called proj
A game created to explore different ways to implement AI
View video submission
Table of Contents
As mentioned earlier this is the repository for the game created in the Artificial Intelligence for games module on the Computer Games Technology course at Birmingham City University.
the player character will be able to run around, shoot and dive. the player will have health and can take damage and die
Fodder - this fodder enemy will chase the player and attack them with a melee attack
Turret - the turret enemy will attempt to get into a medium distance from the player, once at a medium distance it will plant its self and shoot at the player. when the player goes out of range the enemy will get up and move closer to the player. if the player gets too close the turret will retreat
Spawner - the spawner will stay at medium range and spawn new fodder
Heavy - the heavy moves towards the player to attack them, if the player is far away it will use its long range attack if the player is close the heavy will deal big damage so the player wants to keep them at a medium range
Phantom - the phantom will find and enemy to possess. when it possesses an enemy the enemy is buffed. when the enemy dies the phantom will be released and will find a new enemy to possess.
AI round manager - the ai round manager will take in information such as player health and will spawn enemies. the goal of the round manager is to spawn enemies in a way that is challenging and keeps the player in the flow state without beeing too challenging
The player should survive fighting against the enemies. Every so often the player will have to complete a defence mission. if the player fails the defence mission their health will be capped. The player will get the option to escape every so often.
the project will explore different types of ai such as finite state machines and behaviour trees
additionally intelligent ai and search ai
Added third person character controller from unity assets store Refactored and cleaned third person controller
Added logic needed to shoot guns and bullets. Muzzle flash and bullet impact particle systems added.
Version 1 of player controller done
Added enemy model
Made it so enemies can take damage and die
Enemies travel straight at player
Week three reflection
Upgraded fsm implementation so that it can support different types of scriptable object references
Following feedback made it so the state connection conditions can be evaluated by the agent. Custom inspector editor for fsm
Added project to github
#Week 5 Worked on pathfinding algorithms. Used strategy pattern so each pathfinding algorithm is an object held in the asset browser and can be swapped in and out at runtime
#Week 6 Followed first 9 tutorials on Goal oriented action planning
Followed the Kiwi Coder tutorial series on implementing a behaviour tree system and editor
The project was built in unity! 😇
Download code from here!
Download built game from itch.io (game not finished yet, mind our dust!)
If downloading the project to extend or work on you will need *unity version x *A code editor, rider or visual studio etc...
This bit will contain gameplay screenshots and gifs
See https://github.com/orgs/Birmingham-City-Uni/projects/54/views/1 for the project roadmap
See the open issues for a full list of proposed features (and known issues).
Distributed under the MIT License. See LICENSE.txt for more information.
James - Linkedin
Use this space to list resources you find helpful and would like to give credit to. I've included a few of my favorites to kick things off!