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🎮 Theme

A future but not for us is a videogame that explores the intrusion of artificial intelligences into activities we consider fun, from gaming to socializing. It's a narrative/serious game with a cyberpunk aesthetic that evokes the 80s. The objective is to survive waves of robots while getting upgrades, but your companion, a small AI-powered robot, will increasingly try to control your character.

Who will be the last one playing?

 

🧠 My Role

In this project, I was responsible for the technical development as the only programmer.
The following points are the key highlights of my work:

  • Creation of the main character's AI
  • Programming of gameplay mechanics (2D and 3D)
  • Implementation of dialogs and localization systems
  • Development of UI programming (main menu and gameplay interface)

 

⚙️ Technical Achievements

🧭 Dynamic Pathfinding with Context Steering

At a certain point in the game, your character moves on its own and adopts two behaviors: fleeing and chasing targets among hundreds of moving enemies. To achieve this, I implemented a system inspired by the bot movement in the game F1 2011, as explained in the article Context Steering, Behavior-Driven Steering at the Macro Scale by Andrew Fray.

It consists of building context maps by projecting the character in different directions and calculating how dangerous or interesting those positions are, based on distance, angles, and other parameters relative to nearby enemies. I mainly developed two types of behaviors: fleeing and chasing enemies. These are easy to modify, and their logic (similar to weight distribution in a 3D rig) has the potential to produce other behaviors. When combined, they generate very natural movements.

Performance: 0.30–0.65 ms per agent through full math calculations (without raycast), recalculating every 3 frames, enabling movement through hundreds of enemies without performance impact.

About

A narrative survivor-like, combining 2D and 3D sections. Developed from scratch in Unity

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