AI Programmer
The Negotiators
Main attributes
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AI Controller
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Enemies handled with a Behaviour Tree​
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Spawner system
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Entity export from Unity to our own engine​
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Behavior Tree
For this game, I structured the AI using our behaviour tree (made by Emil Olofsson), using selectors, decorators and leaf nodes that I implemented.
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The enemies were made to stay in idle until they got alerted and after that, find line of sight, come within range, and then either shoot or walk sideways.
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I added a random selector node to make sure it was random whether they shoot or walk sideways, and adjusted it so it was less likely for the enemies to do the same action twice.
Spawner system
In earlier game projects I exported the player seperately from how the enemies were exported. So this time we decided to try and handle all entities even more equally in the export from Unity to our engine, in order to make it easier knowing things like transforms and materials in the engine.
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This system also made it easier spawning enemies and pickups at the developers desire.
Pickups
For this game we needed two kinds of pickups, one that would restore health,
and one that upgrades the player by giving it another weapon to shoot from.
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Diplomat death
We had an event in the beginning where the player is trying to negotiate peace with a diplomat that goes terribly wrong, and player ends up having to shoot the diplomat.
I took the liberty and implemented the animations and features of the diplomat interaction, which included locking player movement until the diplomat is dead.