Dev Log #1 Pre-Production


The theme of our game revolves around a war in Eastern Europe, in which there will be UN peacekeepers, refugees, and national troops. As you can see, some classic game elements will appear in the game, including the FPS weapon system, enemies, and friendly forces. As a programmer in the team, my job is to make the behavior of the AI and some specific events.

As part of the pre-project preparation, I needed to find a suitable AI system solution for our game. I ended up going with a Unity asset called Tactical Shooter AI. It’s not currently listed in the unity store, maybe it was removed for some reason. But I bought this property in 2016, so I can still see and use it in my property list.

At the first, I wanted to use Final IK as the infrastructure for the in-game character controllers, although I had experience with this asset, I never made any FPS projects with it. After a short research, I realized that it would take me a lot of time to make an FPS AI system using IK. This is nowhere near the plug-and-play convenience of Tactical Shooter AI.

This asset is old and not perfect, but I think it is good enough for the AI needs of our game project, just need to write some scripts to connect possible data and execute events. Most importantly, I will not need to re-write an AI system for this project, which will save a lot of time for a part-time project that only lasts for one semester. To me, reinventing the wheel is not an attractive thing to do. At now, I have successfully integrated the Tactical Shooter AI with the MWS system made by Nicholas. I have to say that C#’s delegation mechanism is very suitable for building a bridge for data and message communication between two mutually independent systems.

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