Tasks and Killing In the video above, I show the behaviors of the three new crewmates that have been updated to include their ability to go do tasks and enact kills. Blue and Green are both Innocents while Red is a Killer. The order of events in the video above goes as follows:
Behavior TreesThis update was majorly focused on creating Task nodes and Decorators for the behavior trees of the newly added Crewmates. When it comes to the Killer Crewmate's behavior tree, I've added nodes based around deciding on when the killer wishes to kill and how they will perform said kill. Excitingly, I got to begin early on implementing observation into the game through the killer's behavior tree. Each Crewmate in the game keeps a list of all seen crewmates nearby; this is handled by the AI Perception Component and AI Stimuli Component. Each Crewmate is a Sight stimuli, and due to this, the Crewmates are able to keep track of who enter and leave the vision range of the crewmates. The Killer Crewmate's new behavior nodes are as follows:
The Killer Crewmate's behavior tree. The Innocent Crewmate's tree doesn't use the AI Perception Component yet for its actions, but it now has the ability to check which Tasks that Crewmate has assigned to it and "Perform" them. To do this, the following behavior nodes were created:
The Innocent Crewmate's behavior tree. Other Additions The AI Deduction Gamemode now comes with the ability to distribute random tasks from around the map to all Crewmates on The Ship. There is now a TaskBase Blueprint that has replaced all of the old task models around the map like the plants in the Greenhouse and the Cabinet in the Medbay; this Blueprint comes with a task description and which room they currently reside in. The Cafeteria table hasn't changed though since it isn't a task. Materials were made for living and dead Crewmates and there will be more to come as the project moves up to using a full crew for the simulations! Better ConveyanceWith the newly created Task and Killer systems, I recognize there is a major lack of conveyance and general showmanship that comes with the performance of these two main gameplay elements by the Crewmates. To fix this, I intend to add more visual elements to provide detail as to what is occurring. The ideas I have are:
What's Next?Once again, I was quite busy with other projects this week, so I will be doing more work this weekend. I will be making a Week 3.1 update on Sunday, and there I will discuss what's to come in Week 4. This weekend I will:
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Coleman LevyWelcome to my blog! Archives
August 2021
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