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Elevator Controller & Passengers' AI

Project type

Unreal Engine 5/C++

Date

May 2023

In this prototype—“Liftman”—you take control of an elevator and give a ride to guests to their desired floors.

MECHANICS
Here just showing Guests going to the 1st floor stepping down to reach their destinations in that floor.
- Kicking guests at any floor.
- Select a high priority floor to skip other floor selections.

KICKING GUESTS OUT
This one just gives the player a little more control during gameplay to force guests to exit while the doors are open at any floor. This way the player chooses which guests to give priority to so they don't run out of patience.

PRIORITY FLOOR SELECTION
Double clicking a floor on the control panel makes that floor a priority. Players can change a priority floor while the elevator is moving so they don't feel stuck on a decision. This is just me anticipating a chaotic game-run where the player might be frustrated if they can't change their mind.

I could add way to allow/prevent changing priority floors while elevator is in motion or if another condition is met. For now, I'm just happy enough writing that possibility down and not actually implementing so that I can put my mind to work on future prototypes.

I know I want to have different guest characters to give variety but this really isn't a high priority task for me since this is just a prototype and I'm already thinking on my next one.

- MY THOUGHTS -

ELEVATOR CONTROLS
When I first came up with the controls I thought they should be just like the elevators we all know but after testing it a bit I decided to add Priority Floors and switching between auto mode (going to the next floor in the current direction) or manual mode where you can only select one floor at a time.

DESIGNING AI BEHAVIOUR
Getting to know how to use the Behavior Tree was a fun experience for me. Creating custom BTTasks and BTServices for my needs gave me a better understanding of how games work. I've watched videos about AI in video games for a long time—about Alien: Isolation, for example—but this was the first time in my gamedev journey I implemented AI behavior.

It's not a complicated implementation, I think. I might have made it so but I've got a lot to learn about this.

© 2025 by Manuel Gonzalez.

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