Behavior Trees, AI, Objects, Gameplay.. So much progress! So few updates!

Well it’s 6:41 AM, I’m still fiddling around with the behavior tree. Spent about 12 of the last 48 hours getting the hang of more complex behaviors than just following, and I’m finally comfortable with where I’m at. I feel like at this point I can put in just about any type of enemy I want. Feel free to contact me if you have behavior tree questions, I’ve designed my own in c++, competed against Ben, my artist, (I’ll post it some day) and I think I’ve got a pretty good grasp on UE4’s implementation now. But despite the work I’m doing now, I’ll have to still come back and update it in the future to use this awesome EQS (Environmental Querying System) class that is suppose to be very performance friendly. I won’t post any pictures today because I’ll have videos soon (and even a demo uploaded in the coming weeks).

My workstation should be ready any day now (in the next week I hope?), after which I plan to start purchasing some assets with licenses so I can make some full levels with all 100% my content. I’ve also applied for a government startup grant which is going to go to legal stuff, and a small incentive for my friends/employees on my content pipeline. I have great art and models to show off when the time is right. A website design in the works (for the game, I will still keep this developer blog going), and have been talking to my writer about the story. So so much progress! 2015 is going to be quite the exciting year.

Cheers everyone.