WEEK7
Introduction
Goals
Have been assigned work on enemy AI system and duplicate my scene to main to allow my team can work on the same scene, also combing an appropriate player to this main scene
Advanced AI system prototype:
game object | behaviour | scripts |
Enemy0 | Navigation avoidance/chasing player/ attack player/ patroll/take cover | Enemy AI |
Enemy1 | Navigation avoidance/chasing player/ attack player/ patroll/take cover | Enemy AI |
Enemy2 | Navigation avoidance/chasing player/ attack player/ patroll/take cover | Enemy AI |
Enemy3 | Navigation avoidance/chasing player/ attack player/ patroll/take cover | Enemy AI |
- the take cover system can be switched between various AI behaviors by Enemy AI script
The following is the primary author and any secondary authors who assisted in completing the tasks this week.
- Primary - Serena
- Secondary -
Technologies, Tools, and Resources used
The following are the technologies, tools, and resources to assist in completing the set goals this week.
[Unreal Engine 4 Documentation]-https://docs.unrealengine.com/en US/Programming/Assets/ReferencingAssets/index.html
Key Tasks Undertaken
The following are the key tasks that were taken to help a developer/reader understand how the tasks were completed.
- Fetch and pull everything new from the source tree, open the game project with unity Hub
- work in my folder and open my text scene, that only has a test take cover function cube in there
- review the codes and find any possible solutions
- write down the possible solution logics on paper
- make a copy of the Enemy AI script just incase
- working on the duplicated script
- Many times temptation to draw a thoughtful process chart on paper
- drag the player character from Alex's scene from the last update which works fine to my prefab folder
- place the player character prefab in the world and attach a reference to the game manager
- to test my new codes, in my Enemy AI scene only make one enemy is visible that easier for testing
- adjust variable values in the inspector and test multiple times to check if there are errors or could occur any error that results in crashing the game.
- to make the variables look tidier in the inspector I refine the script a bit that would be easier to read.
- Also, I made some changes on attack behavior when executing attacking enemy will stop chasing which allows the safe distance works better for taking cover behavior
- Next, I turn on the visibility of all the enemies placed in the scene to make sure everything works appropriately.
- Duplicate the scene and put in the main folder and tell my team members to work on that scene together
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.
- a decent decision making helps make a complete problem-solving solution error occurred or coding doesn't work as you expect maybe is just the variables didn't set in an effective range of value
Solution Justification
- ask helps when need some help
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.
- nothing yet
Recommendations
- small details might be an obstacle to stop the function run noneffectively
SGD 300 FPS RPG
Status | Released |
Author | Serena.DD.Pei |
Genre | Shooter, Role Playing |
Tags | Unity |
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