Friends and Family Alpha

Friends and Family Alpha

For the F.A.F Alpha, it was vital our group develop a very basic prototype of the game with basic functions. Elliot and Shumel were tasked with developing plans for the Mansion House and developing it in the Game engine. My main task was fixing the AI

I wanted the AI to behave like it does in the majority of popular horror games. I needed the AI to wander by itself and chase the player properly, so I needed to completely recreate the main AI.

Here you can see all the items and are used in part of the new AI:






AI Behaviour Tree
The AI Behaviour tree is a small tree that defines the AIs two basic functions - Wander and Chase. It initially follows the Random Movement section, but then switches when it locates the player and changes to Threat mode.


Ghost Main AI



This is the blueprint system inside the AI of the Ghost. In here many items are handled. The blueprints that handle the Ghosts Movement ans speed are here, as well as mainly what happens when the ghost catches the player. So far, text appears to tell the player they have been captured but a lot more work needs to be done here.


Random Movement
This section of code handles the Random Movement section in the AI Behaviour Tree above. This allows the ghost to pick a location around it and move towards it. Here the ghost will be able to use the pre-build AI system in Unreal 4 and move around the map.


Threat
Similar to the Random Movement code, this section is edited so that the player becomes the target, rather than a random location. This allows the ghost to constantly move towards the player simulating a chase.


Player Controls
I have added two controls for the player. I have enabled and edited the ability for the player to sprint once SHIFT is pressed and I have added a spotlight to the character to act as a torch, allowing vision in the dark areas of the house





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