Realms
2019-05-02
Ohm, My Lord!
Behavior Tree AI w/ Synergy Mechanics Roguelike
Roguelike
Bullet Hell
Prototype
Resistance is futile, and utterly inefficient.


Technical Details
A roguelike bullet hell that features complex AI behaviors built with behavior trees and synergistic mechanics. Ohm, My Lord! Teaching electronic circuit basics to noobs, in a fierce bullet hell roguelike combat scenario. The game features a procedural map with electronic components that come per room and try to kill (short circuit) the player. Some of these enemy NPC components can combine (such as a potmeter and an LED) to become more powerful, new synergetic entities. Enemy AI is aware of this, and its surroundings regarding other NPCs, making them act out on logical desires/combinations at certain circumstances. To name a few of the current NPCs in the game, you have an LED. This is a medium-ranged enemy that shoots electrical bolts. As a contrast to this you also have the POT (potmeter) enemy. This is a slower, more close-ranged enemy relying on stronger melee attacks. These electronic components can combine forces to form electrical circuits (Boss battle-esque / Circuit maze encapsulating the player) which adds more depth to playstyle, and strategy & complexity to the overall game. A hectic, electrifying AI-driven Roguelike Dungeon Crawler / Shoot Em Up for one player. Info The entire game is made in the Unity engine. The concept, all the mechanics, sounds, music, art/visuals and design choices were made by me. This project contains the following regarding AI: - NPC react to each other - Prioritising target enemy, fighting each other - NPC react to environment - Finding Charging Dock (for regaining health) - NPC react to player - Attacking & Chasing - NPC has at least 2/3 behavioral states (Idle doesn't count) - Chase & Attack (+ When hit target & fight with other NPCs) - Flee & Recharge (Prioritising health > damaging targets) - Custom NPC Synergy-Combo System, based on priority & situational efficiency - NPC has pathfinding algorithm (Planner AI, A*, Dijkstra, Potential Fields, Boids) - Enemy NPCs use an A* pathfinding algorithm - Behavior Tree (self written) - With Action, Timer, Sequence, Selector and Inverter Nodes inheriting from an interface -> abstract class architecture.
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