About

Demo project made for the Videogame Design and Development degree subject Artificial Intelligence. 
The goal was to make a stealth game that showcased the knowledge learned during the semester.

Project Guidelines

  • The player has to accomplish a given goal in a patrolled environment, trying to avoid getting caught.
  • NPCs must have three states: patrol, search and chase.
  • NPCs must coordinate and collaborate to catch the player. 
  • The use of Unity's NavMeshAgent class is strictly forbidden.

NPCs

There are two static and two dynamic enemies in this demo.

Static enemies: if these enemies spot the player, they will emit a sound wave. Dynamic enemies hit by the sound wave will change their state.

  • Lasers: turn on and off.

  • Cameras: sweep a given angle.

Dynamic enemies: these enemies patrol the map following preset routes. If any of them spot the player, they will alert others.

  • Guards: patrol the map looking for the player. They never investigate alone. If they catch the player, the game ends.

  • Scientist: If they spot the player, they will run to the nearest alarm and fire it.

AI Communication

The AI agents communicate with each other via a manager.

Technical features

  • Custom pathfinding is made with a grid mesh and nodes with variable sizes
  • A* algorithm for the NPCs' movement. 
  • The open nodes are stored in a heap, and all pathfinding is calculated in a separate thread.
  • Use of steering behaviours to follow calculated paths.

GAMEPLAY

Summary

Collect the three keycards and escape the building without being spotted!

Features

  • The player can transform into nearby objects like pots and office chairs to avoid enemies.
  • The player can turn off scientists' alarms to avoid scientists firing them.
  • Click to change camera view

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