Thursday, November 30, 2017

Project Renegade

For this unit, or trimester, I have been tasked in making a game with a group, the group consists of 7 people, 2 programmers (including myself) and 5 animators. Our game/project is called Renegade, a 3rd person and isometric stealth game, where the player will have to sneak around the map, and make their way to the escape point. The game will feature a simple AI which would have these behaviors:

Patrol - Following a set of points around the map
Chase - Chases the player if they are within a certain distance
Attack - If the enemy is really close to the player, the enemy will attack
Search - If the player chooses to use a noisemaker to lure the enemy, the enemy will "search" for the source of the noise
Stun - If the player chooses to use an EMP dart on the enemy, the enemies will be disabled for a few seconds

Judging from the behaviors Stun and Search, you may or may not realize that we have two bullet types, a noisemaker and an EMP dart which works much like a tranquilizer dart from the Metal Gear series.

For the behaviors or the enemy AI, we are using the composite design pattern for the the behavior tree. If you haven't read my previous post on behavior trees, I mentioned there how a composite design pattern behavior tree is used. For re-cap purposes, a composite design pattern includes a composite node class, which mainly features 2 other classes inheriting from it, the selector and sequencer class. These 2 classes will determine how the AI will behave. The sequencer class will check all of its children. If all of the children returns a success state, then the sequencer will return as success. The selector class will check its children in priority, on by one. If any one of its children returns a success state, the selector class will return as success. More on this topic on the behavior tree post.

In this post, I will also be mentioning the progress update for the project.

The progress so far:
1 -  We almost have our behavior tree working, with the chase, patrol and stun behavior working. I have tasked my partner with the attack and search behavior. Progress is coming along for those two behaviors, and I hope to see it done by the end of this week.

2 - The UI is almost done, and the main menu is finished, with working buttons, and a main menu music at the back to complement the menu. The UI needs images for the bullet types and updated ammo counter. Once that's done, the UI will be complete.

3 - In terms of the animators' side, the map layout has finally been textured completely. The only thing left is to add some lights on the walls to give the vibrant, neon TRON: Legacy aesthetic. Character models are finished, but they have not been implemented yet. Animations are underway, and progress looks very good. My animators inform me that they will be done by this week.

Progress to be complete:
1 - As mentioned above, we need the attack and search behavior integrated, in order for us to have a complete behavior tree.

2 - Integrating character models and animations within the game

3 - Finish the UI with ammo counter

4 - Cleaning up the map

5 - Check scripts for bugs and errors to ensure smooth gameplay

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