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  • Writer's picturegiddilygeekin

Redesign the AI

Regarding Goals from last Sprint


At the beginning of this sprint I was growing concerned about using my own behavior tree implementation. The biggest issue I was worried about if this would be the cause of allot more work later on. The behavior tree worked well but I think the real gain from the previous sprint was coming up with the perception updater that fires events for all actors that “can see”.


I decided to look into this again and discovered the original issue that was causing so much grief earlier. It was a setting in UE4. That opened allot of doors for this and allowed me to have more control on how the AI was being assigned to the pawns. (Pawns are objects in UE4 that can be controlled. In this case the airplanes).


Now the players inputs are stored in a structure that is either accessed by the airplane or the AI Controller. If the player goes into Gatling Gun, the AI Controller will navigate the course while the player controls the turret. If the player wants to have auto pitch controls then their controller will record all movements and those are passed to the AI Controller that overwrites pitch movement and then passes it to the airplane.


Accomplishments:


1. Migrate behavior tree to UE4 structure 2. Add AI Behavior for Gatling gun 3. Add Booster item (I am surprised how much fun this added) 4. Fixed Rocket interactions (collisions mainly and events) 5. Fixed Shield interactions (removing references to allow UE4 garbage collection)



Goals for next week


1. Block out new map 2. Design something in blender 3. Add Turn Sharper ability to Gatling Gun 4. Add a weapon 5. Work on Tiered Crafting


Stretch Goals


1. FMOD in UE4 2. Missile Alerts on UI

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