This will be last enemy for the demo, rest of the characters will be implemented after different environments will be added. I’m listening you guys and this time I will use Behaviour Tree instead of Blueprints. Some goals:
Three types of behaviour: standing, crouching and melee,
Can shoot while running to player,
After last enemies you should have enough knowledge to create simple AI by yourself using Blueprints. This time I will focus on Behavior Tree.
This time I would like to implement easy to kill “meat” enemy. Which should:
Move fast near player,
Fire using assault rifle with spread when near player,
Should be dying on head hit,
Reload his weapon when no ammo,
This will be more advanced tutorial but I think if you did earlier tutorials it shouldn’t be hard for you!
In this tutorial I will be doing Sci-Fi ninja enemy which will:
Run fast to player,
Jump and make attack with katana,
Do slomo effect not affecting player,
I’m missing fast enemy which is dealing melee damage.
I still need to implement couple of enemies before starting to create gameplay demo. This time I will focus on flying drone which will:
Avoid other enemies or obstacles,
Make his way to player,
Use Flying character movement,
Explode on colliding with player,
In this tutorial I will create first boss enemy. Which:
Can do melee damage to other enemies,
Do melee damage to player,
Fire projectile to player direction,
Will only react on plasma weapons and only in one weak spot,
Everything will be done using just blueprints. I would like to show you how to create AI without using Behavior Trees.
My stationary shooter needs to have enemy that is able to walk on walls. Thanks to that player will be forced to aim on walls / ceilings. Enemy specs:
Low health, will explode and do damage to others,
Possibility to move on walls / ceilings,
Do damage over time,
As always – done in blueprints without C++ code,