top of page

Cyber Streets

System Features:
  • Lock on to nearest target.
  • Switch targets based on right joystick directional input.
  • Auto lock off on A.I. death.
  • Multi directional roll and back step during lock on.
Lock on to nearest target
  • Feedback U.I. for target locked on.
Lock on to nearest target:
How its built?
Overview
Cyber Street
LockOnCyberStreet
When the player presses the "Lock On" input and the player is not currently locked on, they begin a "MultiSphereTraceForObjects" centered around the players mesh. This sphere trace adds all actors tagged "Enemy" to an array. From this array, a "ForEachLoop" is run which gets the distance from each array element to the player. This distance is then added to another array from which we get the least distance value using "Min Float from Array". The actor with that distance is set as the nearest target. 
Auto Lock Off on Death & Choose Next Nearest:
How its built?
Auto lock off occurs on the Event Tick in the player character. First, it checks if the player is currently locked on based off a bool. If true, it checks if the nearest enemy(the locked on target) is a valid object. If not(on death) it checks if the next nearest target is in range and sets that to the nearest target. If not in range, it runs the lock on again to find the new nearest target. If null, it locks off. 

Artificial Intelligence

AI(CyberStreets)
  • Multiple Classes:
    • ​Different Animations, Speeds, Range, Stats​​
States(Fallback)
A.I. Features:
  • Extra Features​
    • Backstep​
    • Different hit reactions based on player attack

Cyber Streets is a third person action combat experience set in cyberpunk city of Neo Vancouver. Cyber Streets is centered around combat with high mobility and quick combat.

UI/UX Implementation

Technical Designer

ROLES
- Idle(Patrol)
- Patrol(Idle)
- Chase(Patrol)
- Search(Patrol)
Attack(Search)
- Hitflinch(Attack)
- Dead(Null)
Lock On Blueprint Part 1
Lock On Blueprint Part 2
Lock Off on Death & validity check
How its built?
Switch Lock On Targets:
If the player is locked on and inputs left or right on the right joystick, a "MultiSphereTraceForObjects" runs, however, it is not centered around the player. Rather I have two actors attached in the left front and right front of the player and the "MultiSphereTraceForObjects" is centered around left or right respectively. 
With this system the player can switch to the closest enemy in the left or right side of the player based on their right joystick input(controller) or mouse left and right.

Lock On

bottom of page