WEEK1
Introduction
Goals
I have been assigned work on the enemy AI system.
The AI should be able to:
attacking
walking | done |
avoidance | done |
chasing | done |
attacking | N/A |
Walking: moving around "Nav mesh" area- Avoidance: avoid collision with other objects
- Chasing: chasing the player, when player access into a specific enemy's look radius, start chasing also stop chasing when losing the target
Personnel
The following is the primary author and any secondary authors who assisted in completing the tasks this week.
- Primary - Serena
- Secondary - Christian
Technologies, Tools, and Resources used
The following are the technologies, tools, and resources to assist in completing the set goals this week.
[ Unity NavMesh Tutorial - Basics]-
[ENEMY AI - Making an RPG in Unity (E10)]-
Key Tasks Undertaken
The following are the key tasks that were taken to help a developer/reader understand how the tasks were completed.
- prepare updated source tree, unity 2018. 3. 6 vision, updated visual studio
- browsing relative AI work to have an overall concept about what unity AI system could do and limitation
- checking with my previous AI work on unreal engine 4 to evaluate what components will need to make an AI system
- while researching potential resource of the knowledge. get git. file from bitbucket of this game project by source tree to my PC.
- assume what knowledge is unknown and will need to use for this weekly task.
- select the most suitable resource and apply
- create an enemy prefab
- simply code a mouse control player for testing
- created EnemyController, EnemyAI scripts attached to our enemy.
- created TestPlayer script attached to the player game object
- create PlayerManager script attached to the newly created empty object of GameManager for future use
- fix script errors to updated unity issues and classify the codes
- commit the changes and merge to the server and push it to the bitbucket
What I Found Out
Include any particular lessons learned, especially if this Spike was designed to cover knowledge gaps. Use Graphs, ScreenShots, Outcome Lists, or other Notes.
- AI needs a defined area that tells them which area is they can go through
- when baking a Navigation mesh, only mesh render cal tell if this area is walkable or anything
Solution Justification
- one video is for getting know about the AI system on Unity
- another video is about the core steps of making a walkable AI
- reference doc is helped to solve error issues on coding the scripts.
Open Issues/Risks
List the issues and risks that you have been unable to resolve at the end of the spike. You may have uncovered a whole range of new risks as well.
- at home. the unity I have does not have the navigation components.
Recommendations
- will work on attack behavior during the next week
SGD 300 FPS RPG
SGD 300 FPS RPG
Status | Released |
Author | Serena.DD.Pei |
Genre | Shooter, Role Playing |
Tags | Unity |
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