Initial AI Planning To create our enemy AI, I wanted to create a pseudo flow chart that gives an abstract layout for how our AI will function. The logic for our AI will live in a Blueprint object called a Behavior Tree. The Behavior Tree lives in our AI Controller and tells the Enemy Character… Continue reading UHG Week 9 – Creating Creepy AI
Month: October 2021
UHG Week 8 – Finishing Objectives
Radio Towers and Computers The goal for this week was to finish creating the remain two objectives. Here is a short recap of the three objectives our player will need to manage: Keep Generator fueled Repair Radio Tower when damaged Reset Computer Equipment at the house With the help of our redesigned objective system, creating… Continue reading UHG Week 8 – Finishing Objectives
UHG Week 7 – Code cleanup and UI
Streamlining Objectives The original plan for Week 7 was to finish the other two objectives. As I was creating the radio tower objective, I had an idea. I thought it would be more user friendly if the player was given a prompt to interact with the radio tower. I also wanted the player to hold… Continue reading UHG Week 7 – Code cleanup and UI
UHG Week 6 – Lasers and Gasoline
Implementing the generator This week was all about adding a simple generator and refuel system that our player will interact with. When the generator has fuel, it will turn on the PowererdLights via our MyGameModeBase class. This means that I had to create a system that allowed the player to interact with objects by looking… Continue reading UHG Week 6 – Lasers and Gasoline
UHG Week 5 – Lights and Delegates
Doing some electrical work The goal for this week was to come up with concepts for basic gameplay mechanics and start implementing them. Here are the three major mechanics I have come up with: Keeping a generator running The generator will need to be refueled at regular intervals Can be refueled at anytime If the… Continue reading UHG Week 5 – Lights and Delegates