Engine: Unreal
Language: C++ & Blueprints
Development Time: 8 months
Role: AI Programmer
Team Size: 22
The player will use a magical musical instrument to heal corrupted creatures and peoples. While keeping up rythmn, the player must dodge the corrupted denizens and restore the environment to how it previously was.
Responsiblities:
Collaborated with designers and animators to develop gameplay-driven enemy AI interactions
Developed an AI manager that provided ways to modify AI interactions beyond behavior trees
Boosted AI development speed by using an enemy interface to abstract enemy functionality and decrease specialized blueprints requirements by 3x
AI Testing Scene from Caesura development
We have three basic AI in this game:
Squnny - Fast attacker and the average "grunt" that appears most often
Pangobear - Strong tank who disrupts the player and dangerous at close range
Ceol - Ranged attacker that counteracts the players healing by re-corrupting saved creatures
All AI have an underlying interface that other scripts and blueprints can call without needing to have casting and checks for each and every AI we create. This saves development time, streamlines the process, and creates more legible code/blueprints.
The AI utilizes the Unreal Behavior Trees along with EQS (Environmental Query System).
Corrupted squnnies act as flankers, preferring to attack from behind or the players sides.
Corrupted pangobears are high health enemies that will roll charge you when far away and ground slam when you are too close.
Ceol will spawn AOE damage zones on you to disrupt your movement and recorrupt any creatures you have healed they get caught in the zone.