Squad AI

  • Technologies Used: Unity, Navmesh, State-Machines

  • Implemented: Math-dependent UI, AI Functionality, shooting functionality, basic game-loop with health, commands and revivable mechanics

This is the second instalment into my advanced technologies module at university; focusing on the creation of a Squad AI shooter that incorporates intelligent behaviour for immersive squad-based gameplay.

I modelled my project from one of my favourite games of all time - Star Wars: Republic Commando; removing the complexity from controlling squad actions and behaviours and placing it back into the hands of the player, allowing them to fight alongside their squad-mates and control their team from the perspective of the fight.

 

Devlog #3: Update on progression with features and plans for future development

Gun-fire and Enemies!

Gun-fire and Enemies!

Real-Time squad health, action and location indicators

Real-Time squad health, action and location indicators

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Breakout