Wednesday, 3 May 2017

Final bug fixing

For this weeks work I went though the feedback that I received from my play testing last week and tried to improve and fix as many of the problems that was mentioned by my play testers.

The fixes that I made were:
  • The AI can now wait before transitioning between waypoints.
  • Player no longer colliders with the AIs ragdoll body.
  • Recreated the test scenes and added a menu. This allows for easier testing of the AI.
  • Added controls to the menu.
  • Player is now able to crouch when pushing left control. This makes no noise and allows them to sneak up very close to the AI.
  • Hearing is now less sensitive so you need to be closer to alert the AI.
  • AI raycast for sight has been adjusted. Previously it aimed down slightly. This meant the AI was unable to see the player when it should be in sight.
  • AI loses alert status quicker.
  • Fixed another bug with the AI sight. AIs position variable wasn't setting correctly causing the raycast to sometimes shoot from several meters below the AI.
  • Changed AI viewcone sizes. (Previously was a bit too small).

All of these adjustments have been made to further polish the AIs mechanics and to create a better experience when playing in a scene with it. Something that I have tried to keep in mind this week was something a play tester said about how would to AI feel if it was to be used in an actual game. This is something I originally mentioned when I started this project was that I would like to be to use the AI in a game if I wanted.

After doing all of these adjustments I have gone back over my code making sure that it is as efficient as I can make it, my code has been commented and is easy to read. This was one of the main reasons that I decided to undertake AI as my project as I wanted to show to a potential employer that I can work in a neat and efficient manor.

Something that I have tried to fix but was unable to get working was having the AI rotate faster. The AI currently can be led round in a circle with it unable to turn as quick as the player. I tired increasing the speed on the navMeshAgent component however this did not fix it. I have looked through the code as well but was unable to find anything that is effecting this.

My next blog post will most likely be my final blog post on this project. I will be evaluating my project looking at what I have created, what I think went well, what I think could have been improved and discussing the changes that I made throughout the course of my project. I think that it is import for me to evaluate myself like this to help find areas that I can improve on when working on other projects.


I have uploaded the last changes to my GitHub page which can be found here: https://github.com/ABurton96/GameAI

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