AI system
Short Description:
Created an AI system for NPC enemies and allies, enabling dynamic behaviors and interactive gameplay.
What I Did / How I Did It:
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Developed behavior trees in Unreal Engine 5 to manage NPC decision-making.
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Programmed C++ modules for drone patrols and player detection.
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Integrated AI with player combat systems and environment triggers.
Why I Did It This Way:
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Behavior trees provide scalable, modular AI logic, making it easier to expand.
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C++ coding allows optimization of complex AI behaviors.
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This approach allows NPCs to act autonomously while handling multiple gameplay scenarios.
Challenges / Lessons Learned:
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Some NPCs reacted faster than others, and occasionally shot at walls instead of the player; solved by adjusting reaction timing and line-of-sight checks.
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Learned to test AI in multiple scenarios to minimize unintended behaviors.
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Future improvement: implement adaptive AI that changes strategy based on player performance.
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