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AI Social Deduction: Week 3.1

6/13/2021

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Who's the killer?

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As previously mention in the Week 3 update, I wanted it to be easier to identify who is the Killer in the simulation. To accomplish this, I've made it so that any Crewmate designated to be a Killer will have this Axe attached to their back. With a little free time, I'd like to have this weapon socketed to the mesh, but this will definitely work for now.

Task Progress Bar

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On top of giving the Killers weapons for their murder sprees, I've added progress bars to the Crewmates to indicate how long their task takes for them to complete. This task bar will be cancelled and reset if they are killed in the middle of their task, similar to how a task is cancelled by a kill in the real Among Us.

What's Next?

Next week is focused around the simulation being able to complete through the ending of the simulated game. To accomplish this, I will be creating Task Victory for Innocents and the Killer Victory for the Killers. To accomplish this I will be working on:
  • Creating a system to keep track of the total number of tasks distributed and UI to help the spectator keep an eye on how many tasks are left for the Innocents to win like is seen at the top left of the screen in Among Us.
  • Creating a system to keep track of the number of Killers and Innocents on The Ship, which will check if the killers have killed enough Innocents to be considered the victors whenever they perform a murder.
  • Adding more Crewmates to the ship. Around 10 should help with simulating a similarly populated game to what would be seen in Among Us. I will try to set it up so you can choose how many Crewmates there are in the Main Menu as a bonus.
  • Lastly, adding victory screens for both the Innocents and Killers which will return the spectator back to the Main menu upon the completion of a simulation session.

Want to Download the Project?


​Click Here:
Github Repository
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    Coleman Levy

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