*Apologies for Programmer Art*
Assignment to apply techniques learnt in AI and physics programming to a game created in UE4. Chosen design inspired by the combination of AI and Physics in Shadow of the Colossus, in which colossi move parts of their bodies to throw the player off using momentum.
Implemented a platformer in which players complete a tutorial area where they learn how to use momentum to traverse obstacles, before attempting to climb a robot colossus and reach a button on its head, which wins the game. Colin (the colossus) makes use of a behaviour tree and a navmesh in order to fulfill his goals.
- Comprehensive tutorial
- Inverse kinematics improve the look of player's hands and feet
- Player can grip still and moving ledges, and switch between the two when hanging
- Colossus power decreases when electrifying or shaking, increases when charging up at power stations
- Player stamina decreases when gripping and can be increased by collecting batteries
- Imparted momentum makes certain platforms tricky to traverse, and can throw the player off if greater than their stamina
- Player can turn off colossus' eyes, meaning it can't see batteries or the player
- Momentum must be used to jump high and reach certain areas
- Multiple methods of climbing colossus
- Different platforming challenges throughout world
- Red sparks drain player stamina
- Fully functional nav mesh tailored to large colossus
- Complex colossus behaviour tree with the behaviours such as:
- Chase the player
- Electrify or shake parts of body the player is on
- Look for batteries if low on power
- Move between power points to charge up and reach full power
- Win by reaching Colossus' head and pressing button
- Lose if player stamina reaches 0, Colossus' power reaches 0 or Colossus reaches full power.