Kieran Cooksley
Kieran Cooksley
Technical Designer
Real Time Tactics
Role
Sole Developer
Made With
Unreal Engine 5
Blueprints
Timespan
9 weeks
2 Jan '24 - 01 Mar '24
Control two characters, utilise stealth & synergise abilities to clear enemies, remain undetected and escape occupied territory!
Project Goals
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Implementation of Advanced AI with AI Perception to perceive and react to visual & audio stimulus
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Development of common Real Time Tactics mechanics such as unit movement, abilities, & stealth and awareness.
Key Responsibilities
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Prototyping new mechanics to ensure systems are bug-free and gameplay is smooth & intuitive
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Troubleshooting & Bug Fixing issues, especially regarding AI perception & behaviour
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Development of accompanying Technical Design Document with included technical diagrams & charts
Tools Used
Unreal Engine 5
The primary engine used for development
Microsoft Office
Project Management & Documentation
Inspirations
War Mongrels
Shadow Tactics
Company of Heroes
Commandos
Desperados
Documentation
Class Diagrams
Class Diagrams were used to plan out the layers of inheritance in various systems.
This helped me understand exactly what variables are required for each class and where I can inject them into the inheritance system to take advantage of parent/child relationships and optimise development.
Flowcharts
Flowcharts were created to plan out system functionality by visualising the flow of execution.
The flowcharts I created during development were essential as they helped me understand how these systems should be built, greatly speeding up the prototyping and construction stages of development.
Communication Diagrams
Communication Diagrams visualise how systems & blueprints communicate with each other to produce functional gameplay.
A high-level diagram was created to show initialisation of core systems & managers and each systems also has its own communication diagram to show what components are required to achieve its functionality.
AI Behaviour Diagrams
Diagrams were created to represent the AIs behaviour tree, showing the various composite nodes, tasks, and decorators/conditionals that make up the AI behaviour system.
Development Shots
A few development screenshots showing the project in various states from early rapid prototyping to final development & polish.
Unit Selection & Movement was the first and most fundamental feature that required implementation
Melee abilities were developed with unique animations, cursor decals, and audio ranges. Enemy Line of Sight & awareness level is visualised with the Line of Sight Plugin.
Enemies with basic patrol path behaviour was then implemented to begin developing the Enemy AI.
Visual Detection, Response, and Chase Mechanics were then implemented. (Although at this stage, the enemies had the object permanence skill of a newborn)
Audio distraction abilities & AI Audio stimulus were developed for greater gameplay control.
Enemies react differently based on the audio emitter. Some distractions will only get their attention for a while, whereas other distractions will elicit an investigation.
Lastly, a level was designed, blocked-out, and meshed to facilitate the use of all abilities and synergies to complete the objective.