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Tech Demo

Basic Infromation

  • Developed on Unity 2020.3.29f1
  • The entire map consists of 3 levels: - The first level is procedurally generated everytime the user builds the project. - The second level consists of Obstacles which uses an animation script to move. - The third level consists of another a static map which also has an EnemyAI.
  • Types of agents: - Player - uses NavMesh scripts and a Controller script to navigate and move around the map. Can even jump between different levels using the created links. - Enemy - uses two separate scripts; one to patrol around the waypoints defined in the third level and second to chase the 'player' when within range. Note: As the 'player' is also randomly generated in level 1 for every build, so, for the 'ChasePlayer' script to work the user has to drag and drop the 'Player(Clone)' from the hierarchy to the Enemy's Inspector (couldn't find a way around it)
  • Third Parties: - I used a level prefab I found online on unity asset store (as we are not graded on basis of the UI, therefore, I didn't spend much time on this) - Navmesh Components from their github (some of the scripts were edited to make it more suitable for the demo and therefore they are not inside the 'ThirdParty' folder).
  • Scripts: - AgentLink - Allows player to jump between two different grounds and allows to change and create different types of jump (using the curve for the demo) - ChasePlayer - Used by the 'enemy' agent to chase the 'player' agent when in range (can be changed in the inspector). - EnemyPatrol - Used by the 'enemy' agent to patrol around the given waypoints in the inspector. - PlayerController - Accepts left mouseclick to give waypoints to the 'player' agent. - Genrator - Procedurally Generates the level for 'Ground1'. - NavMesh Components
  • The project majorly focuses on the level generator, navmeshes, and other controller scripts rather than behaviour trees.
  • Link to the video documenation: https://www.youtube.com/watch?v=PJ07s5_aQbU

Note: Sometimes the generated level blocks the player's movements which would be optimised in the future work.

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