Unity Game Development

Slides:



Advertisements
Similar presentations
Space Rescue Chad Seippel Cory VanHooser. Story 2050 brand new International Space Station Distress call from ISS about “alien attack” No further communication.
Advertisements

Artificial Intelligence in Game Design Intelligent Decision Making and Decision Trees.
RED DEAD REVOLVER Artificial Intelligence Critique By Mitchell C. Dodes CIS 588.
Virtual Sub-Terrania Kristopher M. Lee. Overview What is Sub-Terrania? What is Sub-Terrania? Virtual Sub-Terrania Virtual Sub-Terrania Plot Plot Objectives.
Artificial Intelligence in Game Design Probabilistic Finite State Machines.
CIS Game Design I Chapter 6 and 7 Blake Farrugia 10/24/2011.
Contents Overview Major Features Major Components User Interface Gameplay Testing UML Timeline.
AI Evaluation F.E.A.R.. How AI is used in F.E.A.R. Controls all enemy unit behaviors and actions Patrolling Attacking Ducking under cover etc. Other NPC.
Raven Robin Burke GAM 376. Soccer standings Burke, 7 Ingebristen, 6 Buer, 6 Bukk, 6 Krishnaswamy, 4 Lobes, 3 Borys, 2 Rojas, 2 Bieneman, 2.
Creating A 3-D Game With Spark Engine Lauren Bissett, Dan Maguire, and Nicholas Woodfield.
Networking Networking is done via a single component that is persistent in each machine’s game. This multiplayer manager component handles all Unity RPC.
Tunnelsnakes Rule!. Story and Genre The game is about surviving waves of enemies for however long you can while gunning for a high score. You play the.
UE4 Quickstart IMGD 4000 Due: March 25 th, 11:59pm.
The Design Document The Design Document Introduction Game Mechanics Artificial Intelligence Characters, Items, and Objects/Mechanisms Story.
SuperChair Productions proudly presents… PYGAME © 2006 SuperChair Productions. All rights reserved.
Meltdown A Debugging Debacle. Overview  Game Design  Character Design  UI Overview  Controls  Mechanics  Level Design.
UFCFS D Technologies for the Web Unity 3D: Review of Topics and Related Concepts.
Learning Unity. Getting Unity
Inside Abilities Daniel Kline and Lauren McHugh.
Jumping, Climbing, and Tactical Reasoning Section 2.5 Tom Schaible CSE 497 – AI & Game Programming.
Dead Run James Kelly, Mike Papo, Josh Lovatt. Basic Details Single Player Top Down Action game.
Team 2: Gamers & Coders Final Sprint Presentation.
UFCEK-20-3Web Games Programming Unity 3D: Review of Topics Publishing for the Web.
Team 2: Gamers & Coders ‘ The Last Warrior’ Android Game Application By Chinmay Kulkarni, Darshan Shinde, Matt Frey, Peng Ye, Satoshi Inoue & Shachi Chandrashekhar.
July 5 Game Workshop. Schedule 9-10:25Finish maze/platform games 10:25-10:45Game structure –Different interactions to motivate players 10:45-11:15Playtest.
SixIdeas for a capstone to GCS Spring Hellavation 3 rd person survival horror game Player is equipped with two weapons generic gun and slicer WSAD.
Games Programming in Scratch
Midterm Demo Presentation ● Description of the game ● Division of labor ● Graphics ● Graphics Improvements ● Audio ● Audio Improvements ● Artificial Intelligence.
A third-person zombie shooter game from the developers of Space Invaders.
Finite State Machines Logical and Artificial Intelligence in Games Lecture 3a.
INTRO TO UNITY Building your first 3D game. DISCLAIMER  “This website is not affiliated with, maintained, endorsed or sponsored by Unity Technologies.
UE4 Quickstart IMGD 4000 Due: March 23 rd, 11:59pm.
Game Maker Tutorials Introduction Clickball IntroductionClickball Where is it? Shooting Where is it?Shooting.
Index Background Costumes Making object walk smoothly Controlling an object with the keyboard Control an object with the mouse Changing costume when hit.
Quick Intro to Unity Lecture 2.
Period 4- Video Gaming Game Salad
Fireball Prepared by: Mohammad Abu-Hasan & Oday Ashour
More (C#) Scripting Day 2, Lesson 1.
Application of Artificial Intelligence and Graphics to Support a Three-Dimensional Game Chris Cummings.
Tech.
Game Description Story Goals Controls. Game Description Story Goals Controls.
Enemy and Friendly AIs Richard Gesick.
SECTIONS: Abilities - nick Co-op AI - nick Enemy AI - josh
Timebox 6 Josh Becker, Ryan Bone, Jack Craft, Ed Grundner, Navid Matin, Hector Medina-Fetterman, Chase Plante.
3D Game Pitch Niki Farquhar
Aaron Camm, Jeff Huggins, Steve Moskal, Patrick Cardwell
CIS 487/587 Bruce R. Maxim UM-Dearborn
Fundamental Movement Practices 2. Using Half Pitch Games
Part 3: Damage From Objects
Moon Tanks By: Krislin Lee, Jacob Seene, and Chris Weisiger.
Shipwrecked Gameplay Characters Networking Turrets Spawning
Game Loop Update & Draw.
Fundaments of Game Design
Transparency & magic pixel
Tank Game Int 10 Unit 3 – Game Maker.
Unity Game Development
Deeper into the Depths: Casting, Scope, Gizmos, Layers, Self-Destruct.
Unity Game Development
Unity Game Development
Unity Game Development
Unity Game Development
Unity Game Development
Unity Game Development
Unity Game Development
Unity Game Development
Project Behavior Tree IMGD 4000 Due: April 7th, 11:59pm.
Unity Game Development
Unity Game Development
Unity Game Development
Presentation transcript:

Unity Game Development AI Behavior & Navigation

Class overview Class 2 Revision Canvas UI Enums – Enemy States NavMesh Baking NavMesh Agent Setting Enemy Patrols Range & Radius Checking Damage to Player Damage to Zombies

Revision Parenting objects in Hierarchy 2D Movement  3D Movement Character Rotation to Mouse Position Prefabs (Bullets, Ammo Crates) Shooting & Spawning Bullets Canvas UI Targets! Applying Textures to Materials Advanced: Weapon Equipment Advanced: New Weapons

Canvas UI Use Canvas System to add UI elements on screen Display Health & Bullet Ammo in Text

Enums – Enemy States Idle Patrol Chase Attack

NavMesh baking Window  AI  Navigation Make objects Static in order to bake NavMesh

NavMesh Agent Setup Steering Settings Set Destination in code Stop / Resume NavMeshAgent

Setting Enemy Patrols Save Origin Swap between Target and Origin as NavMeshAgent Destination Advanced: use a list of multiple Targets for an advanced patrol setup

Range & Radius Checking In “Idle” and “Patrol” states Search for the Player every Update. Visualize distance with Debug Gizmos For now we use a Radius (Sphere) to detect the player

Damage To Player Do a distance check (melee hit) Add an attack cooldown Apply Damage and Reduce Health Play sound Reset Cooldown If too far away Chase player again

Damage To Zombies OnTriggerEnter check for “Bullet” tag Destroy the Bullet Play sound Reduce Health Destroy Zombie if Health below zero

Q&A Do you have any questions related to the topics mentioned?