Stealth Demo - AI Project
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
Status | Released |
Platforms | HTML5 |
Authors | GoragarX, Slinon, Van Jiménez, DarthGomis |
Genre | Strategy |
Tags | Stealth |
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