Week 3

Using materials and blueprints I have created see through roofs/walls so that a player can see what they are doing when inside buildings, this is important to the top down perceptive as players need to be able to see what the player characters is doing.

I have made a start on the basic Ai follow and trigger functions, at the moment the Ai hunt and follow the player at a set distance. The next step for these enemy Ai types will be an attack and a different trigger that will cause them to start attacking the player, such as an area the player cannot enter or the player attacking them, etc. The player can also attack these Enemies using the combat mechanic, currently this just causes them to dragdoll eventually they will have a damage system they will cause them to ragdoll after a number of attacks.

A Bandit camp has been blockedout and a few art assets from the Unreal Marketplace have been added to this map, this is the first area that the player will experience combat. This base is used to introduce the world and that humanity is on it’s last legs and people aren’t doing so well with the lack of food and polluted watering hole.