This is my repository detailing my progress and work creating Find Jason, a challenging surveillance-type game featuring many fun, procedural elements! Features implemented include:
- A state-machine-based AI (designed and implemented tasks for NPCs organized in a queue)
- NavMesh Agent navigation, being the pathfinding for all of the AI
- Procedural behavior generation, dependent on player interactions with the environment (running, walking, idle state)
- Procedural crowd placement and NPC decoration! All agents are mathematically unique, sporting different hats, colors, and physical attributes.
- Swivel camera, accessible to keyboard-only and mouse gameplay interaction
- Responsive UI to spotting our target Jason using Unity Shadergraph
Making the game was a fun exploration into the basics of crowd simulation and agent behaviors, and I plan to include more NPCs with procedural variety. An overall final presentation/write-up can be found here: https://docs.google.com/presentation/d/1MQsszsQCy6auEcamrufvkKPlD4Cv18ylgz1tqqzATz0/edit?usp=sharing
Thanks for checking the project out!
https://docs.google.com/document/d/18ytXKak0JDi7xGlXHXz8lmfBFz817IacCAYT6OszzlM/edit?usp=sharing
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Things did:
- Implemented and designed a NPC AI system, included with a task-system (idle, walk using NavMesh)
- Created procedural crowd placement
- Basic camera controller movement
- Added a simple decorated map
- Game includes UI (timer for how long it took to find Jason) + shader for camera crosshair
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Screenshots:
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Things did:
- NPCs are now decorated with fun colors and random hats (fedora, cap, wizard hat, top hat)
- Gameplay tweaks based on testing and design feedback added, for ex: crosshair has more vibrant colors
- More procedural-esque elements will be added to the NPCs
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Screenshots:
- Final results: essentially above, changed NPCs but visually not quite noticeable at first glance
- Post Mortem: https://docs.google.com/presentation/d/1MQsszsQCy6auEcamrufvkKPlD4Cv18ylgz1tqqzATz0/edit?usp=sharing