Enemies, Shenemies
Artificial Intelligence in Unreal is a bit more simple than I thought it would be, considering my lack of expertise on the subject itself. So far, I managed to produce an enemy and even my own sandbox level for testing purposes. Though unfortunately, there is an issue with the main menu when I start to play my sandbox level. It's not supposed to start up on launch when I am trying to play my own level. Anyways, the enemy for our game is doing good. As of right now, the cube is the asset placeholder for said enemy. To kill said enemy, you have to stomp on them, like the goombas in Super Mario Bros. It's a one-hit kill, though we will implement later weapons in the game. Now that I think about it, I don't think a health and damage system for the enemy is necessary, since you can just stomp on them for a one-hit kill. I feel like we overlooked that when first designing the game.
Here is your daily video of the day. I'm currently debugging to see if the enemy damages the player in the debug log. So far, it's working perfectly.
Get ASTRO SHIPPING CO.
ASTRO SHIPPING CO.
Get off of the sector you crashed in and get your package delivered!
Status | Prototype |
Author | Mani Singh |
Genre | Adventure |
Tags | 3D, 3D Platformer, Metroidvania |
More posts
- Post-MortemNov 18, 2022
- Update on ProjectNov 13, 2022
- I am not a fan of enemy AI and I don't have a clever title for this blog postNov 07, 2022
- Nobody Told Me Creating Particle Systems Would Be FunOct 31, 2022
- Work with Cinematic CameraOct 22, 2022
- How To Add SFX to Collectibles and Pick-UpsOct 17, 2022
- Progress on Turret, Almost DoneOct 11, 2022
- TurretOct 04, 2022
- Working on EnemiesSep 26, 2022
- Collectathon GamesSep 19, 2022
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