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AI Behaviors

Aine Fantasy Adventure - A Working in Progress Top-down RPG Developed by UE GAS

AI_Aine_Mage_Summon.gif

A summon ability spawning adds

In this in-progress C++ project, I implemented three types of enemies (warriors, rangers, and wizards) using the Unreal Gameplay Abilities System (GAS). Their gameplay abilities involve:

  • A summon ability spawning adds

  • A juicy ranged magic attack

  • Shared melee and ranged normal attack

Cross the Continent - A FPS Level Prototype

TokensCombat.gif

Combat AIs based on attack tokens

In this 3-week project, the AI behaviors for my melee and ranged enemies involve three goals:

  1. Token-based combat logic from Doom (Whoever gets a token can attack)

  2. Navigation through EQS (Chase, Strafe, and Jump)

  3. A little bit smart (Take cover and heal)

Attacks alert all nearby enemies

AI Controller - I implemented an AI controller for all enemies in this project. This controller handles the following things:​

  • Initialization

  • Perception

    • Sight

    • Sound

    • Damage

  • Forget the player

  • Seeking an attacker

  • Inform allies of threats

All the AI behaviors are implemented via a structured behavior tree. I created a base behavior tree taking care of shared behavior while having subtrees handle specific behaviors by using: ​

  • Services

  • Tasks

  • EQSs

  • Decorators

More Information about this project:

Level Showcase.

Kneedle Knight - A Boss Arena prototype for a 3D Action Platforming Game

Boss Fight Logic.drawio.png

Boss Fight Prototype - In the 1st pass of the gameplay prototype, I was assigned by the team to create a boss fight arena containing the following parameters:

  • Containing two skills testing all the player's skills

  • The arena's layout would change based on the boss's health points

  • Emphasizing the feeling of fighting against a giant enemy

Flow Chart - After presenting my design ideas to team leads, I made this flow chart to visualize the boss fight flow.

Boss Fight's Gameplay - Whenever the player picks up 3 items, the boss will become weak, and the player can damage it from its back.

Boss Fight Chart.png

Class Diagram— I designed this class diagram to help me organize the boss's finite state machine (FSM). The AI logic in this prototype includes:

  • a "Factory Function"—to initialize all objects in the boss fight arena

  • a virtual class of "Enhancer," including all interactive game objects that can affect gameplay

  • an enumeration to specific the boss state in FSM

Skill 1: Casting Fireball to the player

Because I was assigned to complete the prototype in 7 hours without any available assets, I used basic shapes to quickly build up the testing map and gameplay mood. The Boss fight level features:

  • Two abilities challenging the player's locomotion skill

    • Casting a fire bolt as a normal attack​

    • Casting fire nova whenever the player collects a cheese

  • Two sections challenging the player's different advanced skills​

  • Diverse traversal experience given by enhancers and randomized cheese positions

More Information about this project:

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