Project: WhiteBlue
Technical Game Designer & Gameplay Programmer
As of February of last year I decided to switch from Unity engine to working with Unreal engine. To do this A gave myself some assignments to do in unreal in order to learn how to working in it. These where the assignments I gave myself:
Create a Combat system for the player character.
Create 2 Different Enemy Ai behaviours using Unreal engines Blackboard.
Create a fluid movement system for the player a kin to the one in The Last of Us
Gameplay Loop
Technical Design Ai Behaviour
I created a Ranged enemy Ai Behaviour Tree with the following logic:
Cover State: Seek for cover when health is below certain threshold
Healing State: Heal self for a percent of its max HP when close to death (Can only do this X amount of times)
Combat State: When aggravated seek and engage the player, find the best position to engage the player from using EQS (Environmental Quarry System)
Cover System: Engage the player from behind cover when health is below certain threshold
Patrol State: When not aggravated will patrol around the map using set patrol point allocated
Death State: will play a death animation and sound
Damage System: This can be used to rapport damage done to and from an enemy/player character. The system allows for reading different damage types and for responding differently to each damage type/amount taken.
Healing State
This is the Healing state, which sends the Ai to go behind cover and heal when health is below 30%.