"Tiny Trip" was the culminating project at Mediadesign Hochschule München with the objective of creating an action-adventure game that captures the essence of the Witcher while being set in a world like Grounded. Within a span of six weeks, we developed a comprehensive combat system that includes AI opponents, and two complete levels that lead the player through a shed and a garden. Along the way, the player must engage in battles and solve puzzles, creating an additional level of difficulty to their adventure.
The goal was to make the AI as realistic as possible in the given time frame. To make the movement more convincing, the AI agents only use root motion animations for each possible animation state, giving each move more weight and eliminating any possible foot sliding. Enemies can be in multiple states, patrolling by default or searching for enemies when they hear a sound, but are much more complex in their combat state where they make more complex decisions. In addition, all enemies have a large arsenal of melee abilities to challenge the player, some of which can even engage in ranged combat.
I also contributed to our melee weapon system. The player and the AI agents can have either a longsword, a spear or a sword and shield as their weapon. Each weapon offers a unique play style and advantages for different combat scenarios. Combos are also available for light and heavy attacks. The weapon damage system is activated by animation notifies and realistically traces for collisions based on the type of weapon used.