DystO2pia was developed as part of our Capstone project for our TFS programme. It is a first person survival horror game that takes place in a polluted post-apocalyptic world taken over by A.I. You play as NICO, a cybernetic experiment, with the ability to shut down this menace for good.
During the development of this game I took over the role of Technical Director. Using my previous experience and expertise, I advised our team on which techniques, technologies, and methods to use to solve various problems and challenges.
Using C++ and a lot of research I've developed some editor tools to assist with the development of our project. The biggest example is a tool for creating patrol paths. As you create and move patrol points, they automatically snap onto the navmesh.
I was part of the core team, implementing systems that power our game. These include player mechanics, interactions, item systems, stealth, and many more.
For this project we decided to implement our own A.I system to replace in-built solution (behavior trees). My solution came in the form of a simple, yet powerful "priority list". Tasks are placed on a list, and a selector picks the first task with a successful condition. We designed the system to be easy to modify by simply adding or reordering the task list.
I've tackled many game-breaking bugs during development, and squashed all of them.