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Paul Watkins – Games Programming

I'm a programming student in Australia, currently studying at The Academy of Interactive Entertainment. I love to build all kinds of virtual systems, with a penchant for AI. Versed in C++, C#, Python, JavaScript, Java and C. LinkedIn | Resume Latest project: Fouriors Fouriors is a squad-based tactical action game where the player controls a…

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Paul Watkins – Games Programming | paulwatkinsprog.wordpress.com Reviews
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I'm a programming student in Australia, currently studying at The Academy of Interactive Entertainment. I love to build all kinds of virtual systems, with a penchant for AI. Versed in C++, C#, Python, JavaScript, Java and C. LinkedIn | Resume Latest project: Fouriors Fouriors is a squad-based tactical action game where the player controls a…
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Paul Watkins – Games Programming | paulwatkinsprog.wordpress.com Reviews

https://paulwatkinsprog.wordpress.com

I'm a programming student in Australia, currently studying at The Academy of Interactive Entertainment. I love to build all kinds of virtual systems, with a penchant for AI. Versed in C++, C#, Python, JavaScript, Java and C. LinkedIn | Resume Latest project: Fouriors Fouriors is a squad-based tactical action game where the player controls a…

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November | 2014 | Paul Watkins – Games Programming

https://paulwatkinsprog.wordpress.com/2014/11

Paul Watkins – Games Programming. Monthly Archives: November 2014. November 12, 2014. In order to design a flexible code structure through which we can iterate different control layouts, AI behaviours and character types, we had to first research how Unreal 4 sorts the tasks controlling a character in a game requires. The two main classes are the:. This replaces the controller of the character being possessed (from an AI controller to a player controller, or vice versa), but in the process forgets what i...

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Behaviour Trees in Unreal 4 | Paul Watkins – Games Programming

https://paulwatkinsprog.wordpress.com/2014/08/18/behaviour-trees-in-unreal-4

Paul Watkins – Games Programming. Behaviour Trees in Unreal 4. August 18, 2014. This was originally written for my team’s blog at http:/ aiedionysus.wordpress.com. On the 4th of August, for the previous iteration of our prototype. I’ve since overhauled how the behaviour tree for playable characters works completely, allowing for multiple character types, ranges, and actions. In this example, I’ve set bNotifyTick to true right before returning InProgress. This will then call the overriden tick method ...

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Fouriors Update | Paul Watkins – Games Programming

https://paulwatkinsprog.wordpress.com/2014/08/28/fouriors-update

Paul Watkins – Games Programming. August 28, 2014. The past week I’ve implemented several new features. Would like to post footage of them in action, but my laptop isn’t great at video capture. Screenshots instead! Warriors moving in groups will now do so in formations. This massively improved the path finding system, as characters will not try to move to the exact point on the map and attempt to walk into each other. Some older stuff I’ve worked on. Fouriors – Alpha and Beyond →. Enter your comment here.

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October | 2014 | Paul Watkins – Games Programming

https://paulwatkinsprog.wordpress.com/2014/10

Paul Watkins – Games Programming. Monthly Archives: October 2014. Fouriors – Alpha and Beyond. October 26, 2014. A lot has happened since I last posted here. Features have been implemented, art has started to come through the pipeline, visual feedback has made the playing of the game more satisfying, and we’ve even passed alpha. In the end, we have:. Four playable Warriors, each with two abilities. Four enemy types, including a boss character with its own charge/flank ability. Player health bars are gree...

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Fouriors Code Structure | Paul Watkins – Games Programming

https://paulwatkinsprog.wordpress.com/2014/11/12/fouriors-code-structure

Paul Watkins – Games Programming. November 12, 2014. In order to design a flexible code structure through which we can iterate different control layouts, AI behaviours and character types, we had to first research how Unreal 4 sorts the tasks controlling a character in a game requires. The two main classes are the:. This replaces the controller of the character being possessed (from an AI controller to a player controller, or vice versa), but in the process forgets what it was doing with its previous con...

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Paul Watkins – Alpha and Beyond. Originally posted on my blog. A lot has happened since I last posted here. Features have been implemented, art has started to come through the pipeline, visual feedback has made the playing of the game more satisfying, and we’ve even passed alpha. In the end, we have:. Four playable Warriors, each with two abilities. Four enemy types, including a boss character with its own charge/flank ability. Five levels with different obstacles and layouts. Health bars are partially t...

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