Stealth Vision Detection
Stealth Vision Detection

Inspired by games with stealth elements I aimed to replicate a basic vision based detection system. Enemies will patrol pre-established routes and will play an audio cue once the player enters their vision arc within a set view distance. Enemies conduct a line of sight check to prevent the player from being spotted around corners. I later revisited this project and integrated the Unity Navmesh system to create a more immersive sim experience drawing from sources like the Hitman series. The updated project allocates jobs and roles to NPC's with a mix of civillian and hostile actors which all run off the same script that adds and removes specific traits and behaviours making each agent's role and interactions with the player different while keeping their actions consistent when navigating the playspace. The updated project also contains a more robust AI system that presents AI with a job system that gives them tasks based on their current role and a clearence level which prevents specific NPC's from entering sections of the map, thus playing further into aspects found within current stealth based action games.

I enjoyed working on this project since it was flexible in scope and has plenty of room to be built upon into a more fleshed out system. I also enjoyed the process of researching existing titles and their architecture to see if I could attempt to recreate and test out my own ideas. When I revisit this I aim to improve the vision detection, implement audio outputs that autonomous agents can respond to and a system that allows the player to better plan infiltrations by having ai characters leave footprints and create their own dynamic pathing patterns in addition to improving NPC AI by furthering the chance for more unpredictable or even coreographed behaviour patterns.

Check out this project on my GitHub!

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