Devlog 4
2021 December 7th
.
Note
The study about fundamental of AI system in UE4 is finished
Well it's a part of system called "Behavior Tree"
It took me a bit longer than expected because of things in life
But at least my first layer of foundation is nearly established
.
I have many ideas I wanna do in the future
At least after the first foundation laid I'll try to work on
the first full project, well it's kinda in the level of prototype
that will have to wait of course because I need some time off
.
About Devlog
I heard how people think how to use devlog
I'm using it as a form of personal diary but for this specific project
Everything in my devlog will also reflect on many aspects
I don't use devlog as a form of drawing people in
because it's better if people could study from my mistakes
I do need money, I need fans/customers
But I'm not going to let those basic needs control me
To be honest, it's not like I'm anything special
It's just that I'm a needy person and with just money
It's not enough, even if you give me trillion euro
even if everybody in the world are my fans
It's not enough, I'm too ambitious
Well you can worshipping me as god too
But that's also not enough
Or rather I don't really care about money, fame, or respect
I wanna just do what I want and live happily
That's sound humble but I perceiving these as higher value
than any of aforemention stuffs
yeah, I'm also changing how I note the devlog
It'll become less scientific and more personal
.
Objective
This time it'll be the basic function of enemy
by implementing behavior tree
the timeframe will likely be a week from now
but I'd rather finish within this week
because there are still more things to be done
.
the final goal of this project
is to have player and enemies attack each others
In short it's the most basic foundation I need
After I could make everything works
I'll called it the end of this project
It'll be soon because I think nearly everything is done
.
well I do need to make the player attack feels better
The problem now is it's too hard to control
I think that I also need to experiment with camera
because your everyday 3rd person camera is just bad
at least it's bad for my games
Though it's still be the 3rd person perspective
I think it's gonna be hybrid between this and topdown
I'll see how it turn out later
.
END 0523PM
2021 December 8th 0830AM
.
Note
I woke up at midnight after I slept for like 4 hours
I tried to work on implementing the AI
of course there are some hiccups
At first I tried to setup stuffs
I got distracted by some thought about
Making new build in PoE
Well at least after spent an hour I got rid of it out of my head
Then after I setup I realized that I couldn't remember
How to attach the behavior tree to a character
In unity it'd be just drag and drop
But I know it's unhealthy that way around
So I searched for how to do and ended up at official doc
Well it's the same page of the first time I learned UE4
.
Then after I tried to follow I got stuck
Because I created "Actor" not "Character"
It's ended up without the part to attach AI controller
Yes, it need AI controller to attach Behavior tree
by using "Run Behavior tree" -> Event On possess
.
At first the logic didn't work
Part of it is I didn't set the condition right
Because condition require IsPlayerAlive->True
But the variable has never set
Because I got the service node under the decorator
Which is required the value to set beforehand
So in short I have to move service node
that set player values to the top node
so that it set the value before I check for other conditions
.
I'll continue to work at least on design after some food
Probably implement the whole system because it's small
Well I'm kinda tired we'll see
.
END 0840AM
.
1157AM
After some food I tried to implement the move logic
The preset tasks are not as I expected
So I had to implement my own movement task
I called it MoveToPlayer, the function is obvious by name
.
The problem right now is I underestimate my own abilities
I planned to finish this within a week but it's took me a day
So be it I'll end today's session and think about next plan
Well it's actually unfinished cuz I didn't setup animation
So if nothing come up I'll just setup animation and find something
because I have no idea what I wanna do next
.
Actually, I still have to implement the damage system
So that the objective of this project is completed
Well it's easy cuz I already implemented the system
Only thing left is apply to enemies
.
END 1214PM
2021 December 9th
.
0110AM
The day is starting for me, I slept too late
I did some exercise and eat some food
I watched youtube videos, check my email
Well I won't mention these things after this
It's my daily routine which I'm trying to stick to
It went down the drain when I was sick
especially the exercise part
the sickness discouraged me from doing exercise
even though I should do some exercise
.
The project right now is third person template
I keep the basic movement here because
I don't want to think too much about it yet
The attack system is working
which including the interaction between objects
and the part that I use particle as the medium
Well it's just empty collision that play particle
The interaction between objects is
to transmit the damage number to another object
that come into contact
Including the recurring attacks
And the solution to prevent snapshot from attacking
it's temporary but it works as intended
which is great
And lastly the AI chasing player
It's basically work, well it's basic type so it must work
.
What do I need to do right now?
Add animation to AI so that it's not sliding toward player
design attack pattern for AI
the rough idea is to have AI start attacking when
the AI is in attack range
It'd be good to add line of sight
so that the AI won't attack
when they don't have clear line of sight
.
After the AI
I have to integrate the damage system to AI
so that both player and AI can interact
then I can work on making player's attack better
well I won't try to make new particle
to make it more beautiful
I mean that I want to make it feel better to use attack
Right now the attack only good when I use in Top-down games
I don't know the solution yet
But there is still so much to do before that
So I'll think about it later
.
END 0141PM
.
0546PM
I went to sleep since about 0230PM
after I research on how should I implement animation stuffs
I just went to bed because I felt heavy and sleepy
I'm glad that I decided to went to bed
cuz I slept like a baby
It's fulfilling
.
Well gotta start working now
I don't know if it'll finish today but I'll do something
.
END 0600PM
.
0708PM
The animation setup is completed
I adjusted the moving speed to acceptable pace
Because too slow the animation looks weird
It's the preset for running anyway
And I also didn't put complex code to make it adjusted
to the max speed ratio
Well I might have to in the future tho
.
When the AI run faster or equal to player
It'll slowly catch up and that's kinda horrifying
So I made it slower than player, just like many games
.
I still have no idea how should I work on attack pattern
I'm thinking about shooting projectiles
Because it's easier to dodge projectiles than doing laser beam
I still don't have animation but it doesn't matter now
The core idea here is to make AI attack when they got in range
And there is some delay before and after attack
The projectile will be thrown like a baseball
So I'll have to work on the projectile part too
.
I'll at least put some outline for behavior tree first
Because I'm starting to need some rest
.
END 0716PM
.
1002PM
I'm such a workaholic
I planned to take some rest but my mind was wandering
It's like I must finish this task before I rest
And so I did the part to make basic line of sight
It's actually using AI perception
and I spent quite a while before I made it works
.
I did take a warm shower half way in(around 0830 to 0900 PM)
Yeah, remember to take good care of yourselves
.
After I rest and get some sleep I'll work on the attack part
Basically making the projectile that work like baseball
And have the AI use it when it see player
I wanted to use when player is in range
But it's kinda hard to do that right now
cuz I don't know how would I do it
It might require me to study other systems instead
So I'll treat the line of sight as the range which AI see player
And make the AI move toward player when not in range
Well it's basically the game without stealth mode
When enemies always know where you are
I think this is simple enough
I don't need something more complex than this
At least not in my first several games
.
The tech demo part is closer to the end
I mean there are only AI attack, damage calculation
and rework on player attack
The hardest part now is the player attack
Because it's gonna be hard to make it feels good
But once I achieve the goal
I can progress with the next step -> Prototype
Well my plan is just to finish this tech demo
So the prototype gonna be my next project
.
END 1013PM
.
2021 December 11st
.
0153AM
I slept like the whole day yesterday
Well it's not straight up sleep
rather sleep -> awake -> sleep
I woke up at around midnight
I spent some time looking at information
about stuffs to implement bouncy ball
.
I got a cup of black coffee
and a row of crackers
At first I thought about eating some instant noodle
But I'm refrain from that
Cuz don't wanna have stomachache
.
I casually work on the project while enjoy my time
And yeah it's pretty smooth time
And it seems my first objective is completed
.
The next thing should be how to make AI shoot
Well the logic kinda works now so it's fine
But I have to implement the task
I'm still not sure how should I implement it yet
It's been quite a long time since I did the spawn projectile
Well it's just small thing though
I'll just need to find some information about it
For now I'll call it a day for dev work
.
END 0213AM
.
1029AM
I feels like I wanna finish this part of work
So that I could spend my time to analyze it
I think there will be some difficulty
Because of how I want it to work
But if I don't actually care about that
I think it's pretty simple to make it works
Well I'll start to work after I get some food
.
END 1035AM
.
0152PM
I made the projectile shoot toward player
Well it's shoot in front of AI
And AI is looking at player
But the problem is it won't notice the terrain
It seems that the ball will only hit player right now
I don't know what the problem is yet
On the other hand
If I enable simulate physics
the ball won't launch
but it'll notice terrain
Right now I have to choose one
.
About the AI
At first it won't stop moving even after aborted
So I forced it to stop by using move to self
so that it'll stop once the condition met
It works as intended so there is no problem here
.
Well let's just allow it pass because it doesn't matter
I won't try to work with physics for long
In the future there will be only particles anyway
.
So the next part is to integrate damage system
To both player and AI to interact with each others
But I'll just do it later
Cuz I'm pretty sleep, it's been 14 hours
.
END 0202PM
.
I notice that there are a lot of typo problems but I won't try to fix them
part of it is that I think this week I worked a bit too hard
even though I'm trying to take it easy and prevent the burnout
When I realized that I'll take the sunday off and start the planning for next week on monday
It's like 2 weeks left before christmas so I want to enjoy the holiday
I hate when the work is not done while resting
If I don't finish in time maybe I should just embrace the fact that things won't go as planned?
Well I should always keep that in mind
But I'll do everything in my power to achieve my goals
Get Project Smol EXP
Project Smol EXP
the project that I'm learning on the most basic implementation of my future games
Status | Prototype |
Author | DRAKOSEA |
Genre | Action |
Tags | 3D, Fantasy, Singleplayer, Unreal Engine |
More posts
- Project PostmortemJan 04, 2022
- Devlog 5Dec 15, 2021
- Devlog 3Nov 21, 2021
- Devlog 2Nov 12, 2021
- Devlog 1Nov 12, 2021
Leave a comment
Log in with itch.io to leave a comment.