Hello everyone,
I haven't made any updates on the cyberpunk project in the last period as I have been working on other projects including Samu-Yahtzee but let's cut to the chase and see the latest updates. In the last week, together with the AI programmer, conditions and all the transitions to switch between different states and between different behaviors have been put in place. The first implementation is the one that deals with cover search, a key step to be able to better manage combat. The step I am currently working on instead is shooting enemies. They will in fact have a set of parameters (again related to the RPG genre of the game) that will be analyzed and based on these then it will be known whether the enemy will hit the player or not. Now I have to get back to work on the project so have a good day and see you next update
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Hello everyone! Last week was a week of map-related fixes and AI tweaks. The minimap had a problem related to a circular dependency due to a cast done in BP_mainCharacter. This led to the creation of an interface to work around the problem and get all the necessary information. As an addition to the last update, enemies and points of interest are now also displayed in the map with a unique icon. Together with the level designer we decided to add triggers around the map that will change the visible layer of the minimap, this to better recreate the feeling of the Cyberpunk minimap. Furthermore, whenever the player enters the building, the zoom will also be changed to have a better vision of the surroundings. As you can see in the bottom image you can also view the red square (a personalized icon will be applied) shows the white square and its presence on the map. As for the AI, I've changed some of the values that the AI programmer had created in relation to vision. Once the AI will be able to do all the different behaviors, then a lot of iteration and tweaking will be needed. Next week, I will not be able to work on the project due to a trip for the Easter holidays, so the next weekly update will be delayed for two weeks.
Hello everyone!
This week I wasn't able to work much on the project due to personal reasons. What I did do was work on the minimap. Based on the actual minimap, a simple document with all the needed icons and variations was created. This will be useful once the final layout of the map is done to convert it into the actual minimap. The basic idea was to create a map that would be able to display different information depending on the height of the player and whether he was inside or outside a building. To do this, the simple process was to create an aerial image of the map and after modifying it to show only the main road and the outline of the building. Thanks to the ability to change the actual image used, this will also allow us to change it based on a trigger. In addition, the player's icon is shown and it follows on the map. What is left to do is to set a rotation of the minimap based on the one of the player and to add the icon for the enemies. Hello everyone and welcome back to the weekly update. This week I've mainly been working on the design documents for the Operative Systems and small updates on the AI Design Document. Regarding the AI, there was a lack of information regarding the traceability of enemies. In Cyberpunk, whenever the player uses a hack that can be traced, a bar will start to increase and once it reaches 100%, the player will be traced. This can be seen as a state in which the enemies can enter, and regarding the outcome of the tracing, there could be different transitions. Since it's something shared by all enemies, the player can't kill a single enemy to stop the bar, the most logical decision was to put this state in the AI zone manager. In fact, if the player kills all the enemies in a zone, or goes far away from that zone, the bar will stop. This was better discussed in the AI design document. Regarding the operating systems, the written document was a deeper analysis of the two main operating systems that will be in the final project. The first differentiation was the higher level one, the one between the "Cyberdeck" and the "Sandevistan". The two different approaches will also change the availability of hacking, in fact in this section was also discussed how the hacking works and what we need in a simple HUD. If you want to learn more, you can find all the modified documents of this week here. Have a good day and see you next week! Hello everyone and welcome to another weekly update. The third week is over and here is the report of what I have been up to. This week my main task was to work on the shooting system of the game. In order to do this, I've started to create an Excel spreadsheet to store all the data I need to work with. Before I could fill the spreadsheet with all the data, I had to implement a prototype of the shooting in UE5. To summarise, the main things that have been done are - Creation of a basic inventory that manages the weapons equipped - Creation of a procedural recoil for the animation - Creation of a gameplay procedural recoil customisable for each weapon - Creation of the left hand attachment using the two bones IK node - Creation of shooting for weapons and possibility to set each value (created for sniper, assault rifle, pistol and shotgun) If you wanna you will be able to see it better in the video below. Implementing the system was the biggest task of the week. Due to the number of hours I put into it, around 15, I'm quite happy with the end result. To summarize Now that I've finished the implementation, I've started to collect and enter all the data I need. As you can see from the document of the first week, the main parameters are all set in the structure of "Stats". The main goal was to get a feeling of shooting similar to that of Cyberpunk 2077, so I spent a lot of time in the game trying out the different weapons. I didn't have time to iterate on the stats this week, but that will be the main task for next week's development. The report for this week is also over, but don't worry, we'll see next week. In this second week we started to get our hands on the engine. My main work was divided between implementing animations for the player and enemies, and deepening the document for the AI As for the animations, I used Mixamo and the MoCap basic animation package. As you can see from the picture above, I created the state machine for enemies by dividing the behaviors between "Unarmed" and "Armed". In the states that are at the top, there are the animations that will be shared by all enemies regardless of their archetype (except for the netrunner who will be placed in a netrunning chair). The states below, on the other hand, will depend on the archetype and weapon equipped. As seen in the image on the left at this time there is a difference in animations only between pistol and rifle, later the new weapons will be added. Finally, a further differentiation was made for crouch. In the latter case, enemies will have a different set of animations By taking advantage of the information that is contained within the BP_Enemy, via gameplay tags, the ABP is always able to show the right animations based on the conditions The second and also most challenging part of the work involved trying to elaborate on what was previously written in the "AI Design" document. This week I spent a lot of time outlining, in a more complete manner, what I had started to write last week. As easy as it may seem, this part took most of my time during the week. Going into behaviours, which may seem simple at first glance, leads to an understanding of the complexity behind The main problem was finding information as there is nothing online describing these mechanics. After several play sessions I was able to describe, in a more in-depth but not yet perfect manner, most of the enemies' behaviours In the document below you can have a look at the work done
In order to create these documents, I first spent some time analyzing the game. The mission the group referred to was "Disasterpiece" (The one where the player goes to rescue Evelyn Parker).
From the analysis done, I extrapolated information regarding the core systems, and rewrote it providing the information needed for the programmers to begin implementation What I did was:
All documentation is to be considered as temporary since the project is still ongoing, below you will be able to download it if interested |
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