3

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:

  • Developed behavior trees in Unreal Engine 5 to manage NPC decision-making.

  • Programmed C++ modules for drone patrols and player detection.

  • Integrated AI with player combat systems and environment triggers.

Why I Did It This Way:

  • Behavior trees provide scalable, modular AI logic, making it easier to expand.

  • C++ coding allows optimization of complex AI behaviors.

  • This approach allows NPCs to act autonomously while handling multiple gameplay scenarios.

Challenges / Lessons Learned:

  • 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.

  • Learned to test AI in multiple scenarios to minimize unintended behaviors.

  • Future improvement: implement adaptive AI that changes strategy based on player performance.

Stwórz łatwo własną witrynę internetową z Webador