Ladies, gentlemen and everything in between and beyond.
This will be the last developer blog for Project skyConqurer. And I have to tell you all, the journey thus far has been more than enjoyable and educational to say the least. I have learned a lot about AI, Unreal Engines behaviour tree and of course blueprints. I have also learned how time consuming it can be when you have to download a third party’s navigational system and learn how it works. Especially when it has a few “magical functions” without any kind of documentations about them, but I digress.
If you all remember from the last week, I said that this week would be full of just small fixes and cleaning instead of focusing on new implementations. And I was correct, but as I also promised, if I got the time I would implement as much new stuff I could. And so I have, not solely because I promised such, but because I was more or less forced to. Here’s why.
LOSS OF DEPTH PERCEPTION, IT SEEMS!
After the last merge we did, my AI for some reasons started to shoot ABOVE the player. Which, of course, resulted in the AI missing the target 98% of the time. The 2% was when the player was jumping in the right/wrong time or running towards the AI.
So yeah, a panic filled solution was in order.
Remember a few weeks ago, when I used LineTraceByChannel in order to simulate the AI shooting at the player? Well… I had to go back to that. But do not fret! Even though the “bullet” is instant because the line checks its collision in the same frame it was created, I have created both an offset that makes the AI miss from time to time AND some fake bullets that simulate the effect of having actual bullets flying your way.
IS HE… IS HE ACTUALLY SHOOTING?
A thing hit me when I made the last implementation… Even though the AI shouts out a warning that it has detected the player, it was very hard to know if one was actually shot upon. So, naturally, I implemented some sound. I also implemented some muzzle flashes, but because how fast paced the game is and the distance one usually is in when the shooting comenses, I decided to leave it alone and focus on cleaning up codes and small fixes.
“Are you satisfied with what you have created?” You may ask. And the answer is: Yes.
Even though a lot of time went into going through documentations and bug fixing for a system I have never sat on, I’m very satisfied with what I managed to create. Of course, there are a few things I wish I had time fixing and implementing. But that’s the life of a game designer, baby. You cannot sit on your little darling forever, at some point you have to accept that your project is now done growing. Because deadline is a bitch.
And with that I have to thank you all for following us through this project. I’m currently working on a single player build so that you all can try your skills out on my AI. So keep an eye out on that, eh?
(Find it here soon: martinolinholm.weebly.com)
Stay safe, lovelies. and remember, just like my AI, we are all continuously growing.
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