Third-person solo game playable with keyboard/mouse or controller, Project Somnus features a combat system based on different stances (bear, frog, eagle), each offering unique offensive and defensive abilities.
The core of the project lies in a modular AI system: each AI type is easily swappable and fully parameterized. Included types:
Basic (patrol, rushes toward the player, attacks if in range, searches)
Guard (attacks on sight then returns to its position)
Armadillo (patrols, charges like an animal)
Friendly (patrol only)
Attack only (for testing enemy behavior)
Waypoint patrol with customizable animations at each point
Training dummy (for knockback testing)
Debugging is enhanced with visual gizmo tools (aggro zones, patrol paths, etc).
A lock system allows the player to focus on enemies and switch targets based on joystick direction.
The project uses custom scripts instead of Unity behavior trees, for greater control. The Animator is complex and includes many blends and transitions.
The pause menu takes the form of an animated notebook, mixing 3D objects and 2D canvas elements.
All systems described were made by me, except for the frog and eagle stances.
Team
The project was developed by a small team of around ten people, including two programmers. I am presenting here only the work done by the programmers.