This is a prototype project where i learnt to implement AI system with the use FSM. 

As for the game , it is a First Person Shooter and only consists of a single boss fight.

Some UI screens for basic game flow  and some audios to spice up the experience.

On the technical side of it , I have used a scriptable system for the states and transition between them. The system is quite scalable and modular when it comes to defining the states and its transitional conditions/rule.

Every State is a scriptable as i mentioned above and every state contains a list of "Transitions" which are scriptables on its own.  Every transition has the logic/condition for state change and one or more resulting states. For example : Idle state can have a PlayerFound Transition , which can hold a resulting state - Chase State and the when the condition satisfies(Player in range of the enemy) the transition will trigger a state change to its resulting state(which is Chase state by the example).

Using this we can make multiple states and have multiple transitions attached to it for desired output. This method was really helpful to make a scalable enemy system  at least for me (I have made this in reference to this wonderful blog - Link  , Though i have made some changes to my requirements it was quite helpful).

I have also ignored the use of singletons with the use of scriptable objects as well (which i took inspiration from a GDC talk on "Game Architecture with Scriptable Objects" - Link).

You can play the game and can let me know how it feels and ways i could improve the system. 

Thank you.


You can also check out the code base - Git Link


Published 6 hours ago
StatusReleased
PlatformsHTML5
AuthorPrabuRaz
GenreAction, Shooter
Made withUnity
Tags3D, First-Person

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