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Grapple

 

3d UDK-based action game

I was the AI programmer for Grapple. I created 3 primary systems for the in-game AI.

 

Standard melee enemies


These enemies would chase the player in order to attack by lunging at the player.

The first component of this system was customized pathfinding. The standard UDK paths didn’t suit our needs for the enemy jumping, so we needed a custom system for jumps. Working closely with the level designers, we came up with the system that would be easiest for the designers to implement. Using custom pathnodes and specific pathfinding logic, I implemented the system we came up with.

 

The next key component was the engagement logic. Because these enemies used melee attacks, they all share a destination (the player), and will thus pile up when getting to the player. In order to counter this, I set up a system where each enemy travels to a point around the player, at different angles. A managing class ensures that each enemy is assigned its own angle, the closest angle that is not already taken. This system also takes into account nearby walls and ledges. Thus, when the enemies start reaching the player, they will fan out, rather than pile up.

 

Lantern Thief enemies


Throughout the level, there are generators that need Power Lanterns in order to help stop the Destrozar. These enemies would try to steal power lanterns in order to keep the player from using the generators against the Destrozar.

These enemies use the same pathing that the standard enemy uses.

These enemies primarily use state-based logic to switch between stealing the closest lantern, running to a designated escape waypoint, and returning to the Destrozar.

© 2014 by Andrew Bertrand. Proudly created with Wix.com

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