Below this, are three personal projects I have been working on and the gifs demonstrate the core functionality that I incorporated into them.
A short demo of AI responding to visual and sound based stimuli. This is demonstrated by their behaviour, as the AI will actively walk towards the radio/actor that is sitting on the floor in front of the player and one its turned off, will chase the player if they are in sight or there footsteps can be heard.
A short demo of pathfinding that I implemented into an unreal engine project, using c++ based blueprints. The cylinders represent the neighboring tiles and a path between two tiles is indicated by the green colored tiles. A Path is generated when two tiles are clicked and you clear a path of tiles by pressing a player input.
The player is able to move each of their characters once per turn and they each have their own set of unique actions that can be performed after they have moved. Once the player can perform no more actions, it'll switch to the enemy phase.
The information displayed in the bottom left corner is the hovered characters stats. The multiple materials displayed in this video represent different details such as, light blue representing the set of tiles the character moved across, pink is the characters attack range and purple is the characters sight range.