SHADOWS OF REDEMPTION

AI GAME PROGRAMMER


PRIMARY RESPONSIBILITY: AI design and programming

  • Created a dynamic patrolling system.

  • System allows any enemy to be assigned as many waypoints as needed.

  • Enemies can patrol these waypoints and find their way back to their original position.

  • System enables enemies to investigate anomalies.

  • After investigating, they can continue back on their patrol path.

  • Unity Engine / C#

PATROL PATH IMPLEMENTATION


ARRAY TO LIST:

  • Initially, patrol waypoints are identified and stored in an array using GameObject.FindGameObjectsWithTag(“PatrolNode”) to find all game objects tagged as patrol nodes.

  • This array is then iterated over, and each waypoint (patrol node) found is added to a List (PatrolNodes), enabling dynamic management of the waypoints.

LIST TO QUEUE:

  • When preparing for patrol, waypoints from the List (PatrolNodes) are enqueued into a Queue<GameObject> (enemyNavQueue) as the NPC progresses through its patrol route.

  • This queue is used to dynamically manage the patrol path, allowing the NPC to move to the next waypoint in order, once the current destination is reached.

This process facilitates a flexible patrol mechanic where waypoints can be easily added, removed, or reordered, and the NPC can dynamically adjust its patrol route based on gameplay conditions.