So I was looking back at the last thing that I made for planning
and I already see the inherent problem is that I never made a “Game” sequence in addition to the boss building. In that vein what I was thinking is:
- OnStart
- Spawn Player (give only the pistol)
- Spawn “Protection” bots (i.e. a number of bots around each assembler)
- Every X Seconds
- Spawn a bot (after checking if we have too many bots) and set the patrol location to the last known player location
- On Destroying An Assembler
- Give the player a new weapon
- Increase the difficulty of the other assemblers
- Alert the Other Patrol Bots to your location from all assemblers (minus the patrol bots)
This seems simple enough but there’s a few mechanics I do not have written yet.
- Bot Patrol locations/target locations
- Player Pickups
- Both Health and Weapons (Weapons can be magically granted I figure)
- Patrol bot synchronization for alerts etc.
Bot Patrol Locations
This was pretty easy, I just updated the EQS query to be set around a specific location rather than the location of the bot. This changes the scores so the bots wander around a fixed point and don’t leave its radius until its engaged.

I also had to update the Blackboard to hold this value, so I can swap it on the fly

Now to update the guard point for a non-deployed bot I just set the “IsGuarding” flag to true and the “GuardPoint” to wherever.
Player Pickups
I think I want the health system to be a set of stims rather than recovering health or anything else. So I started modeling up a health station in blender

and syrettes/injectors/needles/syringes are kinda easy (I did this in 5ish minutes, still need a touch up).


My hope is to play an animation before giving health, essentially I want the player to show the syrette then pull below the frame and inject. This should save me animation work (hopefully).
Game Mode Work
I got the initial game mode made and the spawn but I also made a data table which holds difficulty settings

The idea is that each assembler will have a number of randomly generated guard bots which will patrol around the assembler and a set list of “wandering” bots that will be assembled and run towards the last place the player has been seen.
Right now I have the gamemode start working I just need to get the player alerts working. Which In my head I think I want each assembler to control their fleet of bots so the chain will be:
A bot sees the player and alerts their assembler with a location > The Assembler Then alerts the game mode > The game mode gets the new position and sends it to the other assemblers.
This way I can also setup alert radius’s, a limit of reporting etc.