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Showing posts from November, 2023

Enemy AI improvements

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After the first playtest, I decided begin improving the enemy AI in the game. The enemies had a very simple behavior tree and most of their behavor was written in their blueprints. It felt a bit messy so I wanted to move as much as possible into the behavior trees. It took a bit of learning how to properly use the behavior trees and there's still ways to go, but I'm already quite happy how the AI for the regular enemies has turned out. Before the improvements the enemies simply ran to the player and executed attack and if they lost sight of the player the enemy returns back to their original location. The improvements include seperate behavior trees for melee and ranged enemies. In additional to sight, the AI can also react to sounds and damage. After hearing a sound, the enemy moves to investigate the location of the sound. The AI also makes use of different movement speed values for different tasks. After noticing the player, the melee enemy moves to a close range, begins to ...

First playtest

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After a few months of development, it was time for the first playtest. The person testing the game is a good friend of mine who also playtested Garden: Urada Chapter throughout its development. The main part of the test is the boss battle of the level. I have some mixed feelings about the design of the boss, but I didn't make any major changes before the test, since I'll probably end up keeping it pretty similar to what it is and make another boss battle in the level that would represent more traditional action RPG boss. There are also the basic enemies of the level and the prototype of the level itself to play through. The level's intended progression route is complete for testing and populated with the basic enemies with the intention to add a few more unique enemies later on. It also includes the game's save points, and rest stations, at key locations providing resupply of items and checkpoints. Another area I wanted to discuss with my tester was the game's stat ...