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STEALTH COMBAT PROTOTYPE
A stealth-combat game prototype, where you sneak around to kill enemies, and if they spot you, you can run away and hide or try to fight them head on.
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By building on top of Unreal's Perception System, I implemented distance and space-based detection using C++, so the enemies have different thresholds with which they detect you quicker.
Built in Unreal Engine 5 C++ using Gameplay Ability System (GAS)
Made for Florida Interactive Entertainment Academy
Tech Design 3 Final Project
The sounds detected by the enemies set an increase in the Awareness Meter instantly, while the Sight detection gradually increments it.
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Both of them use a dynamic percentage based threshold.
Player Detection Behavior
Inside the Tick function, set the Awareness amount based on the Gain Rate or Decay Rate, as well as if they have a line of sight or are being alerted by the Coward enemy.
Heared the Player:
Saw the Player:
The game uses a hybrid of Behavior Trees and Finite State Machines, where the decorators dictate the branches that the enemies can access, each one representing a different state.

Initial behavior and death handling
Patrolling State

Suspicious and Investigate State

Chasing State


Combat State
(Block and Attack)
Combat State
(Strafing)

Coward Behavior

