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LABRAT
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ABOUT

LABRAT is a 2D top down Stealth that requires the player to toggle all tiles in the level before he can escape.

 

PROJECT DURATION : 1 Months

TEAM SIZE: 2 People

SOFTWARE: Unity (C Sharp)

ROLE: AI Programmer/ Level Designer

Programming

 Scripting an AI enemy behaviour with FSM and coroutines

I intended to create an AI that could "spot" and chase the player. The AI must also wait to look for the player, as well as deactivate when injured.

 

        -Co-routines were used to create states for the AI to go through    

 

        -Co-routines allowed for AI's to release control whenever they were waiting/idling/injured
 

        -States were controlled by the FSM and communicated through helper functions which toggled targets and                    states.

Dijkstra's BFS Path finding and Tag recognized graph

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Since Unity does not have 2D pathfinding, I set out to create my own using Dijkstra's Breath First Search. 

 

            - Each tile on the level corresponded to a node in the graph.
 

            - The graph built at the start of the level recognized the tags set on a tile(movable) or a wall(obstacle) used in the                   level. This allowed fast iteration of level design and level creation. As the designer could move and re-set tiles                     and the AI will react to it.

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