First of all:
The project was developed in Unreal Engine 5. The focus was on programming, so only a few animations and 3D models were made by myself, but mostly free assets were used.
In the third semester, I programmed a Souls-like combat system and a simple enemy AI in the course "Technical conception of computer games". In the fourth semester, I further developed this initial product in teamwork with Alexander Garhammer in the subject "Artificial Intelligence for Computer Games".
The project was developed in Unreal Engine 5. The focus was on programming, so only a few animations and 3D models were made by myself, but mostly free assets were used.
In the third semester, I programmed a Souls-like combat system and a simple enemy AI in the course "Technical conception of computer games". In the fourth semester, I further developed this initial product in teamwork with Alexander Garhammer in the subject "Artificial Intelligence for Computer Games".
We programmed different enemy classes (tank, melee fighter, healer) which help each other tactically and position themselves sensibly. We also developed a "need driven behavior" for these classes. The NPCs have certain basic needs (making music, praying...) which have to be satisfied. Your own character also has a kind of need driven behavior, the right balance between sneaking and fighting must be found, otherwise the character can either get into a bloodlust, which weakens him, or he can get into schizophrenic states and imagine strong opponents. The system has a lot more to offer, but this should have given you a rough overview.
Tutorial Level
Need Driven Behavior