AI prototype

The smarter zombie makes a scream when he sees the player. He starts chasing the player when he is in sight and also spits on him from a distance. If he loses sight or can’t hear the player he will go back to patrolling. The player can whistle and both zombies will run towards that sound and investigate.

 

The ragdoll zombie will also react when he hears the smarter zombie do a scream. He will run towards the scream, if the player is close to him he will start chasing him and puke on him.

Behavior tree

Can see Player

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When the AI can see the player

  • Start chasing player

  • Run towards player

  • Move to player and attack

Can not see Player

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  When the AI can not see the player

  • Goes to the location of footsteps that AI hears.                    

  • Goes to the location of the screaming sound that AI hears.      

  • Goes to a random location and starts patrolling.

Stealth Parkour

Me and Edward Sedelius are currently working on a blockout for a parkour/action game. The goal is to take photos of suspicious politicians without getting caught. The politicians are protected by the Mafia, the player has to use double jump and wall run to pass them.

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Coming soon!

Optional paths On roof

Optional paths from ground

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deceit- ux/ui

Deceit is a game me and my friends really like to play. There are some adjustments that we believe would make the UX/UI even better. Me and Emma Berg did some work on it.

Feedback enrage

BEFORE

Why adjustment?

The transition to enrage can easily be missed. It can be a critical moment for innocent players that feels a bit unbalanced.

BEFORE

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After

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 waypoint icons

If the waypoints had clearer directions, it would be less frustrating for the player to navigate the exit. We made the arrows bigger around all waypoints. We also changed the arrow showing if the player should go up or down the stairs.

The adjustment would make it easier to take in UI without ruining the immersion

After

Success with adjustment

 

By giving enrage a visual impact, the players that are most immersed will still notice the transition. It is also a lot more coherent since all other transitions in-game have a visual impact.

 

the order of nick/character nameovement

Finding the player’s character name in the list of players takes away a lot of the immersion. It can cause a lot of frustration since the nickname is never shown in-game.

The improvement will let the player stay immersed, progress in the game.

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