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PropHunt game Made in Unreal

A topic by Jango Mango created Apr 27, 2023 Views: 477 Replies: 5
Viewing posts 1 to 6
(4 edits) (+1)


PropHunt is a multiplayer game where there are two teams: Hunters and Props. Props will hide from hunters, while hunters will find them. Props have to survive for 6 minutes by becoming various objects on the map and blending in with them.

The game is built on Unreal Engine using a combination of both blueprints and C++.
Assets in the game are mostly from the marketplace that have been modified in Blender, and some are my own.

Requires 2 players minimum. The game can be played without Steam, but only offline over LAN.
Steam will be required to play online.


Link: https://jangomango2001.itch.io/prophunt

Update 0.2.3 Functions converted to C++, Some level changes and Bug Fixes

Conversion to C++

  • Movement code
  • Mouse/Aiming
  • Weapon Collision Check
  • Prop Rotation
  • Left & Right Hand Transform
  • Object Grab System

Additions

  • Added Vegetation inside buildings of Valley Levels
  • Added Ocean Sounds
  • Added Closets for Level Mansion
  • Added Doorbells (experimental)
  • Added Snow Sparkle to Cabin(Snowy)
  • Added icicles to Cabin(Snowy)

Changes

  • Cabin Snow Materials Changed
  • Cabins are now covered in Snow
  • Fence render distance increased
  • Light Render Distance in Valley(Night) increased
  • Fog Scattering from lights in Valley Maps reduced
  • Color temperature changed to warmer tone in Bathrooms of Valley Maps
  • Rain intensity reduced

Fixes

  • Fixed Performance issues in Valley Maps
  • Fixed Performance issues in Cabin(Rainy)
  • Fixed Attenuation of Jump Footstep sounds
  • Fixed Media De-sync between speakers and character props
  • Fixed Bullet Hit Particles & Debris Particles
  • Fixed Level Travel Crash while using Steam online Sub-System
(+1)

Working on Hunter AI for Prophunt



Thought it was gonna be easy since I already had everything setup for myself when I created wingman but nah

 Turns out even the basic stuff like AI Focus and Move to weren't working

Here, I remade the follow player and shoot behavior

So far, modules like free roaming, chasing after player, searching nearby last known location work individually but when using them all together, the AI starts to bug out.

(+1)

Update on the hunter AI:

Some problems here & there but the overall AI is coming together pretty well

The problem shown in the clip has been fixed

(2 edits) (+1)

Hunter AI is complete now

The basic search, investigate and shoot functions work.

I'll make it better over time, adding newer search methods, checking if the player switches props etc

Right now, the AI has 3 phases

Checking all the Props

The AI will go to the nearest prop (this includes the player) and shoot it a couple of times before moving on to the next.

If the AI can't reach the prop but has a line of sight, it will shoot from that position.

If all the props have been investigated, the AI will now chase after the player (wherever they are).


Investigating Noise

A timer has been set to reveal the player's location every 50 seconds. This will report a noise event to the AI. The AI will abandon the check for props and immediately go to the location where the noise was reported from.


AI Caught the player moving

Some modification needed here as it's only checking for speed and not intentional input.

If the player happens to move in the peripheral vision of the AI, it will abandon everything and chase after the player.

(+1)

Small Update v0.2.4

What's New

  • Real-time Skylight in Valley & Training Level


  • Added Menu Sounds
  • Hunter AI

    Hunter AI

    Checking all the Props

    The AI will go to the nearest prop (this includes the player) and shoot it a couple of times before moving on to the next.

    If the AI can't reach the prop but has a line of sight, it will shoot from that position.

    If all the props have been investigated, the AI will now chase after the player (wherever they are).

    Investigating Noise

    A timer has been set to reveal the player's location every 50 seconds. This will report a noise event to the AI. The AI will abandon the check for props and immediately go to the location where the noise was reported from.

    AI Caught the player moving

    Some modification needed here as it's only checking for speed and not intentional input.

    If the player happens to move in the peripheral vision of the AI, it will abandon everything and chase after the player.

What's Changed

  • AI Props now randomly move after some time
  • Muzzle Flash now actually produces light
  • Small mesh's LODs have been changed
  • Removed Explore Mode

Fixes

  • Fixed AI Props unable to move
  • Fixed Teleport Location in Mansion fixed
  • Fixed Ocean Sound's terrible loop
  • Fixed map selection names duplicating


Link to the game Devlog:

https://jangomango2001.itch.io/prophunt/devlog/535108/small-update-v024

Update v0.2.5


Added a Gameplay Modifier, Map changes and Fixed several Bugs

Gameplay Modifier

Changes some conditions in the game to make the lobby more fun or goofy.

These modifications can be individually toggled by the host in the 'in game lobby'.

Currently available mods:

  • Low Gravity
  • High Gravity
  • Slow Motion
  • Fast Motion
  • Snipers Only
  • Constant Pinging
  • Super Jump

Changes

  • Cancel Session Join (Prevents Infinite loading screen)
  • UI Overhaul
  • Added lights to 'Training Level'
  • Key hints disappear after 10 seconds
  • Text Chat disappears after 5 seconds

Fixes

  • Fixed Client bullet being a bit off from crosshair
  • Fixed Silencer Sound
  • Fixed an issue where players who joined during game progress wouldn't spawn properly next round.
  • Fixed Brick particles causing major performance drain