Friday, April 28, 2017

Project Update 3

I am currently trying out a couple new ideas for spawning and movement of the enemy artificial intelligence of my game.  I am also smoothing out the rate at which the enemies can attack and trying to gauge how much damage and hit points each enemy will receive.  The first way that I am modifying the rate at which the enemies will attack is either going to be a timer, so that each time they attack a cool down is forced upon them or have a variable that generates a random number and do mod functions on the variable.  Either one of these ideas should help so that the player does not get bombarded with attacks from the enemy AI.  I am still looking into different ways to limit the mobility for the enemy and am looking at limiting where they can wander around in the world.  I am using a few different tutorials to get inspiration and help with my game.  One tutorial I am following is by Jimmy Vegas who does unity and other RPG tutorials.  His videos are really helping with the visual aspect of my game so far.  Another tutorial I am watching is by Brackeys, who does a similar content with Jimmy Vegas.  He is helping me with the mechanical side of the game i.e. the combat and monster spawning/movement.  I occasionally go to the unity page and watch a couple of there tutorials in the learning section of there website.




Jimmy Vegas here- https://www.youtube.com/channel/UCRMXHQ2rJ9_0CHS7mhL7erg
Brackys here - https://www.youtube.com/channel/UCYbK_tjZ2OrIZFBvU6CCMiA
Unity here - https://unity3d.com/learn

Sunday, April 23, 2017

Project Update 2

I have mostly been working on getting the environment to some what look more appeasing.  I have been using the simple design features that unity has given me to make the environment to look slightly better.  I have 5 simple looking houses that the player spawns to start the game.  I am looking to add feature that allow me to give the player quests from current NPC's in the game.

I am hoping to add in some more features like trees and other features similar to add more to the game rather than it looking fairly flat and boring.

 Here I was working with adding in some mountainous regions to add some more height to my map.  Also I was adding a small pond to experiment with how the water features work within unity.
 This is just the over layout for how the world will look if I ever wanted to add in a feature for a mini-map feature in the game.

Monday, April 17, 2017

Project Update

This last week I have been experimenting with different ways to move and spawn enemy characters within my game.  I have not found a reliable way to move and have enemy characters attack/defend without it being near instantaneous for the player to react.  I am currently looking into different ways to slow the computers "reaction time" to make it more or less equal to that of a human playing the game.

I have also currently experimenting with different ways to make my simple environment more interactive.  I am looking to add chest or boxes to hold items and other entities and ways to add more weapons/items to be used in the game.  I am currently using a cylinder and having it be a sudo sword for the time being.  I am looking to add better graphics later when I have some time to experiment with other software for 3d designing.

Some things that I have completed is a way for the enemy characters to be spawned and killed or removed from the scene.  This was a lot easier than I had originally thought.  The unity Framework has a lot of helpful features for spawning and removal of objects.

Wednesday, April 5, 2017

Project Introduction

My semester project is to make artificial intelligence within a game that I have been developing.  The goal is to set up different types of enemies each with a semi-unique play style.  For example have a group of enemies that prefer to fight with melee combat and possible some that prefer ranged combat.  My main goal while making the artificial intelligence is the prevent or at least minimize how these enemies search and path find towards the player.  I do not want the enemies to the player jumping off cliffs or pathing into walls next to staircases.  

Some ways that I feel I could correct these kinds of errors is by having them check for ledges before they begin there attack animations, and having a sort of time limit/damage meter before trying to find a different path to the player.

The ways that I plan on checking the performance of the algorithms is by testing, how well the AI adjusts the paths that it chooses to take toward the player in a variety of locations and some controlled circumstances.

A feature that I would like to try to implement but may not have time or the knowledge is a way to interact with Non-Playable Characters in such a way that they can develop feelings for the player.  For example if the player ignores the NPC's quest or fails to complete the quest in a timely manner, said NPC may spread negative feelings toward the player to other NPC's and vice-versa.  This would allow for each run of the game to be a new experience.