Description
*Recommended*
Artificial Intelligence initiation project, this project will follow an update process perfectly indicated in the roadmap that has been created within the project documentation (in the link below).
The project consists of a bot (blueprint) that has two states in a Behaviour Tree, patrol mode and attack mode. The bot starts with the patrol mode and when the detection indicator is full, the bot starts chasing the player, if the player gets too far away, the bot will return to patrol mode.
The project may increase in price as the roadmap progresses, as the project becomes more complex. It will start with the visual detection system and the patrol and attack mode.
In version 2, the life system, attack animations and auditory detection will be added.
In version 3, the bot will be able to defend itself and evade attacks, and will have more animations.
In version 4, the project will contain a fully configurable boss.
Finally, version 5 will contain an AI Director that will control the bots based on data it collects from the player.
The bot (enemy) is configurable through the variable “Enemy Config” (editable instance) within each enemy, being able to configure the detection in meters, detection speed, attack range and patrol points (within the patrol point is the location of the patrol point and the time it will remain in that point.
The package includes a character selection system using LMB. With RMB we will indicate the place where the character will move. The AI will only chase the selected character (it is easy to know which character has been selected, as a green diamond appears over it). By using Shift + LMB you can select several characters.
Also included is a pawn (camera) which can be moved by holding RMB and rotated with X and Z.
This project will only follow the roadmap if its sales are profitable enough to alleviate the work.
Technical Details
Inputs:
Supported Development Platforms:
Windows: Yes
Mac: Not Tested
Documentation: documentation
Supported Engine Versions
5.1 – 5.3