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Wake Up Devlog Week 9

  • Writer: Tristan Atkinson
    Tristan Atkinson
  • Nov 18, 2024
  • 1 min read

Updated: Apr 20

This week was spent finishing off my 8th Sprint of implementing more enemies. When making basic placeholder enemies in a prior sprint, I had already created some basic tasks such as focussing / focusing the attack target, and using the possessed pawn’s melee/ranged attack function, which made creating behaviour trees for my newer enemies far easier, especially the simpler ones.

One of these was the ‘Letch’, which I had already created all the necessary tasks for, which meant it took a matter of minutes to create its behaviour tree.


The Enemy whose behaviour took me longest to create was the ‘Node’, which is a floating enemy that moves towards a position above the Player (height above specified by float in enemy base which is fed into the behaviour tree’s blackboard) and will proceed to fire projectiles down at them when in range, before strafing around them and coming back.



As this enemy floats towards the Player above the ground, I had to create my own simple movement script for the node in a Behaviour Tree Task, rather than using ‘AIMoveTo’ and Navmeshes like with the grounded enemies.


                                                                                                                             Next Week

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