WEEK4-5
N/A
Introduction
Goals
Have been assigned work on enemy AI system.
Enemy AI basic movement:
- Refine the obstacle avoidance, and auto pathway for AI
Enemy AI attach weapons:
- Enemy should be able to have different types of weapons and allows to shoot towards to the current enemy location when the player is in the range
Advanced Enemy AI moving:
- 1AI is allowed to follow the player to jump to a higher level
AI non-target behaviour: (should be able to face to the target way points)
- 1patrolling
- roaming
Game Object/ prefabs | behaviour | weapon | UI | completion |
enemy 0 | patrolling/ chasing/ attacking/ jump while mesh link | rival gun (shooting speed/ bullet number/ shoot angle) | health /armor | Nearly |
enemy 1 | patrolling/ chasing/ attacking/ jump while mesh link | rival gun (shooting speed/ bullet number/ shoot angle) | health /armor | Nearly |
enemy 2 | patrolling/ chasing/ attacking/ jump while mesh link | rival gun (shooting speed/ bullet number/ shoot angle) | health /armor | Nearly |
enemy 3 | patrolling/ chasing/ attacking/ jump while mesh link | rival gun (shooting speed/ bullet number/ shoot angle) | health /armor | Nearly |
Fish | roaming | N/A | N/A | done |
yellow table | static/ alllow to be walkable on top | N/A | N/A | done |
grey stone tunnel | static/ alllow to be walkable on top | N/A | N/A | done |
status bar | static/ can be tested by HUD buttons | N/A | health /armor | done |
wall | static | N/A | N/A | done |
*** FaceTarget needs to be adjusted
The following is the primary author and any secondary authors who assisted in completing the tasks this week.
- Primary - Serena
- Secondary - Carter/ Jamine
Technologies, Tools, and Resources used
The following are the technologies, tools and resources to assist in completing the set goals this week.
[Offmesh Links - Unity Official Tutorials]-https://www.youtube.com/watch?v=blPglabGueM&t=227s
[Unity NavMesh Tutorial - Animated Character]-https://www.youtube.com/watch?v=w3-sSozYph4
[Ultimate Zombie AI - Creating Off mesh Links]- https://www.youtube.com/watch?v=5p4zqnGqK2A
[NavMesh Obstacles - Unity Official Tutorials]- https://www.youtube.com/watch?v=blPglabGueM&t=227s
[Unity NavMesh Tutorial - Animated Character]- https://www.youtube.com/watch?v=cHZv6aqzQd0
[Building Simple AI Patrols | Unity AI Pathfinding (Part 3) | Table Flip Games] -https://www.youtube.com/watch?v=5q4JHuJAAcQ&t=320s
[How to make a Tower Defense Game (E23 HEALTH BARS) - Unity Tutorial] -https://www.youtube.com/watch?v=UKs1qO8w7qc&t=19s
Key Tasks Undertaken
The following are the key tasks that were taken to help a developer/reader understand how the tasks were completed.
- pull everything new to master branch and also to carter's branch
- open trello, break donw the enemy ai dynamic and re organize the tasks, figure out whats new, what need to be refined, or whats need to communicate with other team members
- while others are doing their tasks, review back and see whats need to be replaced and adjusted the Nav mesh agent
- reconstructed the Enemy AI scene which is ready to pull other's work in and rebake the nav mesh
- creat a new scene for tesing new dynamic
- the following work were undertaken in this new test scene
- using mesh link to combine the navigation areas that are not on the same level, test its working
- create two building prefab that has nav mesh links and place them in to Enemy AI scene
- also non walkable obstacle, attach nav mesh obstacle script and curve it and place them to the Enemy AI scene to bake again.
- Readjust the anchor on Enemy status bar to make it reduce to one side.
- attach the Enemy UI bar to enemy
- drag HUD canvas from Jamine's scene to my prefab folder and place it in the world to test UI on enemy and player
- go to carter's branch and read his script think of some possible ways to join the codes to Enemy AI script
- drag his AI patrol and AI roam scripts to the desktop
- go back to master branch and add new variable to Enemy AI script
- add tow status which are PATROLLING and ROAMING
- in start, add codes depends on the game object whether should start with patrolling or roaming
- creat a waypoints script that allows attached transform can be seen in the scene
- if its roaming do roaming behaviour no need to change behaviour
- is its patrolling need to switch behavoiurs when player enter or exist
- in EnemyViewVolume script, add codes to make the exact view volume do their own thing properly
- put way points in the world and attach them to each dynamic game object
- to make dynamic game objects more intelligent, add FaceTarget() function to patrol and roam
- add codes in FaceTarget() function to make the target that needs to face to switch depends on different behaviour status
- replace the enemy prefabs in the scene and test everything so far see if it works properly
- commit in source tree, merge it and push to the server
What I Found Out
Include any particular lessons learned, especially if this Spike was designed to cover knowledge gaps. Use Graphs, Screen Shots, Outcome Lists, or other Notes.
- communication is nessasary to know how to access other people's scripts or use them or understand it if i need to use them
- add obstacle mesh make AI move more fluent
- some of the attacheable scripts or objects has to be the things in the world insead of in the prefabs
- waypoints cannot be created that in prefabs, otherwise it will never reach the target location
Solution Justification
- vedio tutarial helps
- google the issues, people may had same proplems that people offerred their solustions
- ask other team member to help make some work
Open Issues/Risks
List out 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.
- branch issues which cause work lose or cannot access to the newest update
Recommendations
- Enemy AI will attach damage system as the next step
Introduction
Goals
I have been assigned work on the enemy AI system.
Enemy AI basic movement:
- Refine the obstacle avoidance, and auto pathway for AI
Enemy AI attaches weapons:
- The enemy should be able to have different types of weapons and allows to shoot towards the current enemy location when the player is in the range
Advanced Enemy AI moving:
- 1AI is allowed to follow the player to jump to a higher level
AI non-target behavior: (should be able to face the target waypoints)
- 1patrolling
- roaming
Game Object/ prefabs | behaviour | weapon | UI | completion |
enemy 0 | patrolling/ chasing/ attacking/ jump while mesh link | rival gun (shooting speed/ bullet number/ shoot angle) | health /armor | Nearly |
enemy 1 | patrolling/ chasing/ attacking/ jump while mesh link | rival gun (shooting speed/ bullet number/ shoot angle) | health /armor | Nearly |
enemy 2 | patrolling/ chasing/ attacking/ jump while mesh link | rival gun (shooting speed/ bullet number/ shoot angle) | health /armor | Nearly |
enemy 3 | patrolling/ chasing/ attacking/ jump while mesh link | rival gun (shooting speed/ bullet number/ shoot angle) | health /armor | Nearly |
Fish | roaming | N/A | N/A | done |
yellow table | static/ alllow to be walkable on top | N/A | N/A | done |
grey stone tunnel | static/ alllow to be walkable on top | N/A | N/A | done |
status bar | static/ can be tested by HUD buttons | N/A | health /armor | done |
wall | static | N/A | N/A | done |
*** FaceTarget needs to be adjusted
The following is the primary author and any secondary authors who assisted in completing the tasks this week.
- Primary - Serena
- Secondary - Carter/ Jasmine
Technologies, Tools, and Resources used
The following are the technologies, tools, and resources to assist in completing the set goals this week.
[Offmesh Links - Unity Official Tutorials]-
[Unity NavMesh Tutorial - Animated Character]-
[Ultimate Zombie AI - Creating Off mesh Links]-
[NavMesh Obstacles - Unity Official Tutorials]-
[Unity NavMesh Tutorial - Animated Character]-
[Building Simple AI Patrols | Unity AI Pathfinding (Part 3) | Table Flip Games] -
[How to make a Tower Defense Game (E23 HEALTH BARS) - Unity Tutorial] -
Key Tasks Undertaken
The following are the key tasks that were taken to help a developer/reader understand how the tasks were completed.
- pull everything new to the master branch and also to carter's branch
- open Trello, break down the enemy ai dynamic and reorganize the tasks, figure out what's new, what needs to be refined, or whats need to communicate with other team members
- while others are doing their tasks, review back and see whats need to be replaced and adjusted the Navmesh agent
- reconstructed the Enemy AI scene which is ready to pull other's work in and rebake the navmesh
- creat a new scene for testing new dynamic
- the following work was undertaken in this new test scene
- using mesh link to combine the navigation areas that are not on the same level, test its working
- create two building prefab that has nav mesh links and place them into Enemy AI scene
- also, non walkable obstacle, attach nav mesh obstacle script and curve it and place them to the Enemy AI scene to bake again.
- Readjust the anchor on the Enemy status bar to make it reduce to one side.
- attach the Enemy UI bar to enemy
- drag HUD canvas from Jamine's scene to my prefab folder and place it in the world to test UI on enemy and player
- go to carter's branch and read his script think of some possible ways to join the codes to Enemy AI script
- drag his AI patrol and AI roam scripts to the desktop
- go back to master branch and add a new variable to Enemy AI script
- add tow status which is PATROLLING and ROAMING
- in the start, add codes depends on the game object whether should start with patrolling or roaming
- creat a waypoints script that allows attached transform can be seen in the scene
- if its roaming do roaming behavior no need to change behavior
- is its patrolling need to switch behaviors when player enter or exist
- in EnemyViewVolume script, add codes to make the exact view volume do their own thing properly
- put waypoints in the world and attach them to each dynamic game object
- to make dynamic game objects more intelligent, add FaceTarget() function to patrol and roam
- add codes in FaceTarget() function to make the target that needs to face to switch depends on different behavior status
- replace the enemy prefabs in the scene and test everything so far see if it works properly
- commit in the source tree, merge it and push to the server
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.
- communication is necessary to know how to access other people's scripts or use them or understand it if I need to use them
- add obstacle mesh make AI move more fluent
- some of the attachable scripts or objects have to be the things in the world instead of in the prefabs
- waypoints cannot be created that in prefabs, otherwise, it will never reach the target location
Solution Justification
- video tutorial helps
- google the issues, people may have the same problems that people offered their solutions
- ask other team members to help make some work
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.
- branch issues which cause work to lose or cannot access to the newest update
Recommendations
- Enemy AI will attach damage system as the next step
SGD 300 FPS RPG
Status | Released |
Author | Serena.DD.Pei |
Genre | Shooter, Role Playing |
Tags | Unity |
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