[Dev] They won’t leave me alone

Hey everyone,

Remember when i said that the drones were mostly finished? I lied. After testing we decided to add a few features for our drone. To give more visual feedback to the player. This week I fixed some bugs with the behaviourtree and I added the ablility to destroy the batterypack in the back of a drone. This way stealthy gameplay is encouraged.



Vermeulen Igor

[Dev]AI Animation implementation


This week was a “deadline” as other people will play our game. This is why I kept on improving the drone ai instead of starting the wildlife. I implemented animations made by the artists. Also I made it so that the drones can go away when it’s night. Some major gamebreaking bugs were also fixed this week.

I playtested with the ai a lot and it feels pretty good.



Vermeulen Igor


[Dev] Drone is finished (more or less)

Hey everyone!

This week I finished the drones main functions (as I mentioned previous week). Only 1 things is not yet implemented, the disappearing when it’s night. Other then this the drone has all of its functionality and it is pretty hard to shake him off.

However, I do believe the drone will need some slight changes such as a close range (hard hitting) attack. This behavior is already in the tree but it is inactive for now. The further evolution of our game will point out how it will go. I do know 1 more small bug with the drones, but if we would opt for the hard hitting attack, it won’t occur anymore. So I’m going to wait before fixing it (it’s pretty tedious).

Since next week will be the testing of our game by other students, I will help wherever I can to polish everything up. In my spare time I will start with the wildlife AI.

That’s it for this week!


Vermeulen Igor

[Dev]Robots taking over

Hey all,

This week, big surprise, I worked on improving the drones even more. They will now keep better track of the players whereabouts. Also if you come too close they will automatically sense you (they do have a blind spot tho!).

If a drone loses the player it will go to the last known playerposition. If it arrives there it will look around (needs lil bit of tweaking) before going back to its normal behavior.

These changes make the drone feel stickier to the player once they have successfully seen you.

A little bit more info about the drones awareness:


In green we have the drone’s vision. It has an angle of 120 degrees and can see up to a certain amount of units (this was tweaked many times so I don’t remember what the final value was anymore). If the player enters this range, the drone will scan the player for 1.5seconds. If succesful: the drone will chase you. If not: the drone thinks it was just his imagination 😉

In red is the range for automatic detection. When the player enters here the drone’s sensors will automatically sense the player and start to attack him.

In blue we have the blind spot. The player is safe in this area. We may or may not add a way to remove the battery from its back if the player can successfully sneak up behind the drone.

Features I will add for next week are:

  • Making the shootmechanic in behaviourtree. Right now it is in normal blueprints. This causes that it feels random and uncontrolled.
  • Alerted mode: if a drone has seen you it will be in alerted mode. Meaning if the drone loses sight of you it will no longer need to redo his scan when you are in its FOV. It will automatically see you again.
  • making the drones dissapear at night

If time allows me I would like to start on the wildlife AI too.

That’s it for this week!


Vermeulen Igor


Hey everyone!

This week was kind of a crunch week for us since we had to do a LOT to create the gameplay we actually wanted.

The first thing I changed was the Day and Night controller. It’s now more accurate and also controls the light intensity. This way it can be really really dark at night 🙂

Second thing is this guy:


I updated its software a bit and he is now capable of:

  • being stunned on ax hit
  • reacting to the player when he shoots
  • scanning the player
  • shooting the player
  • surviving bullets up to 4 hits
  • making annoying sound when he spots you

I also improved its lens and scope so he won’t lose track of the player if he is on higher ground (I reworked the way the drone sees the player, so it’s more accurate).

All these changes give us the gameplay we are aiming for. It’s going to be a mix of stealth and surviving to find your way throughout the forest.

That’s it for this week!


Vermeulen Igor

[Dev] Prototyping


This week we had to try out some quick AI behaviour, so we made a prototype were we could take control of a drone. This way we could set restrictions on the movement and behaviour our final ai should be.

We came to the conclusion that we wanted 2 types of drones. One that moves randomly around and one that follows a set path. After the drone sees a player he has to wait 1 or 2 seconds before chasing the player. This wait time is a “scan” to identify the player. It gives the player more breathing room to stay hidden.

After the player is found the drone will get more movespeed and will go to +-5m from the player and ten attack with a zap attack.

If the player goes out of the line of sight, the drone will move to the last known position and return to his normal beaviour after 2 seconds (if the player is lost).

Drones can float to a minimum of 1m above the ground to maximum tree height.

The player can shoot the drone, the first shot will stun the drone (circuit malfunction) for 1 or 2 seconds. the second shot will kill the drone.


This was our test for this week and what we’ve learned from it 🙂


Vermeulen Igor

[Dev] Day and Night

Hello everyone!

This week i worked on a custom day and night cycle. Since one of our mechanics rest on the difference between day and night I made the cycle easy adjustable. You can set how long it stays day and how long it stays night (in seconds). Also how long it sunrise and sunset takes (important for us). Secondly we linked this cycle to our shader, which changes the environment in the switch between day and night.

What it looks like in the editor:


Linked to the shader:




Vermeulen Igor