Back from LA, had some running thoughts on the level a couple of things i jotted down to tackle:
#1 main menu: a slice of your mini gallery of art your have stolen from different galleries
galaxy background as the void
black shader for the silhouette of the art piece - select space bar to take you to the level
escape door or hole to exit out ofthe game
credits?
#2 In game: need to show the art you are suppose to steal
at the beginning or maybe as a UI in the top or bottom right corner
a texture render of the turntable of the art?
#3 Success/Fail state
A newspaper with a photo of the character holding the art and running to the exit door
A news broadcast of the player running away with the art
alien language subtitled “human art stolen by a human”
fail state is probably a mug shot of the character
question: should we make it roughlike where we erase your old process
So i got back into the AI behaviour tree, a few things I need to refresh myself on… I changed the blackboard variable of playerinRange to a float so I can access the distance the AI have from the character. If it is close enough say 128 units then we will kick into fighting mode. Otherwise they will pursue the chase.
I also learnt from this tutorial that I need to change the variable Auto success range from last seen in the AI controller’s AI perception setting to a larger value so if the player escapes from the peripheral vision, they will still remember they just saw them. Also quick tip on debug mode of the AI using ‘ as a shortcut to bring up debug drawings of the perception cones and nav mesh etc.
I then went down this blackhole of the blueprint interface to try to figure out ways to pass variables between the AI and the player. I might just end up scrapping that after trying to tease this out for a couple of hours.
Tomorrow I will try to watch some interface tutorials and decide if I need to scrap it and just do it the dumb way.