I'm working on a as of yet unannounced project using the unreal engine, my first assigned task was to make an AI system that was easy to control to go with the storyline but unpredictable enough to keep the game play fun.
I have only worked with ID TECH engines for the last 9 years and after a month of cursing how unreal does certain things I'm finally used to and can appreciate how it works.
Director AI is an internal and external bot maker.
The internal portion adds 20 new kismet functions for "Special" AI tasks.
The external is a bot builder written in visual basic.
At this point the external editor is console only just so i can get together a good proof of concept, but adding a GUI is very simple at this point.
The designer works like a questioner.
(Note, All random options are random decisions the bot will at run time)
Option 1.
Inventory]
(Bot inventory)
Option 2.
Cover Points] 0 1 2 3 4 5 6 7 8 9 10
(How many places in the area are there that the bot can use for cover)
Option 3.
Cover Order] Random Ordered
(Let the bot randomly decide were to cover or pre compute an order)
Option 4.
Duck] On Off Random
(Duck at cover)
Option 5.
Movement] Walk Run Random
(Walk or run always or random)
Option 6.
Target] Player Object Team Random@start Random@CoverPoint
(The bots target)
Option 7.
Assault(At health) 90% 80% 70% 60% 50% 40% 30% 20% 10%
Assault(At cover point) 0 1 2 3 4 5 6 7 8 9 10
(The point the bot goes F%&ck IT!,I'm taking this guy out!)
Option 8.
Bravery] High Low
(In Assault mode will the bot shoot from a distance or hunt you down)
Thats all i have working so far,should evolve over time.
Will release as soon as its fully functional and/or after the first beta of my project.
Here is a early build/Proof of concept i did a few days ago.
http://www.youtube.com/watch?v=_8jhjb26tC4

All opinions and suggestions welcome.
Thanks.
-Chris
I have only worked with ID TECH engines for the last 9 years and after a month of cursing how unreal does certain things I'm finally used to and can appreciate how it works.
Director AI is an internal and external bot maker.
The internal portion adds 20 new kismet functions for "Special" AI tasks.
The external is a bot builder written in visual basic.
At this point the external editor is console only just so i can get together a good proof of concept, but adding a GUI is very simple at this point.
The designer works like a questioner.
(Note, All random options are random decisions the bot will at run time)
Option 1.
Inventory]
(Bot inventory)
Option 2.
Cover Points] 0 1 2 3 4 5 6 7 8 9 10
(How many places in the area are there that the bot can use for cover)
Option 3.
Cover Order] Random Ordered
(Let the bot randomly decide were to cover or pre compute an order)
Option 4.
Duck] On Off Random
(Duck at cover)
Option 5.
Movement] Walk Run Random
(Walk or run always or random)
Option 6.
Target] Player Object Team Random@start Random@CoverPoint
(The bots target)
Option 7.
Assault(At health) 90% 80% 70% 60% 50% 40% 30% 20% 10%
Assault(At cover point) 0 1 2 3 4 5 6 7 8 9 10
(The point the bot goes F%&ck IT!,I'm taking this guy out!)
Option 8.
Bravery] High Low
(In Assault mode will the bot shoot from a distance or hunt you down)
Thats all i have working so far,should evolve over time.
Will release as soon as its fully functional and/or after the first beta of my project.
Here is a early build/Proof of concept i did a few days ago.
http://www.youtube.com/watch?v=_8jhjb26tC4

All opinions and suggestions welcome.
Thanks.
-Chris
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