AI Patrols(J Blog 4)


Julian Voros

This week I finished revising the design doc from the feedback left by our professors. Once I had done that I was able to get back to coding  and started on the enemy implementation. For the enemy we wanted a set patrol route instead of the enemies just roaming around and encountering the player to instill that stealth mechanic of sneaking around enemies.  For that I setup a behavior tree, blackboards, and interfaces to develop this mechanic. Everything seemed to be going smoothly until I bumped into some problems with the animation and frame rate. One other thing i worked on which i can share is the beginning of the lighting for the game, this is pretty important due to our game being lighting focused so we want to really nail it when it comes to lighting, I've attached some examples below.





Initially my frame rate problem was due to, too many applications open on my machine so after closing those I got a proper frame rate back. However once i began implementing more mechanics into the enemy like spline path following I saw another half decrease in frames once I hit play. This problem is slightly ongoing with some frame rate drops. On the enemy mechanic side of things I ran into problems with having our main enemy. Any attack functionality was not animating at all. Once we figured out a slot name error in the animation class and also fixed the enemy not having an assigned animation class to begin with the animations were working for the enemy.  With one month down I think we are in a good spot where we can get a game loop within the next week,  we have lots to still do with more to come soon. GET EXCITED !

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