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%.

Combat State