Saving game data is a task that I need regularly. Using serialization and writing data to a file is an approach that I have used much, but that does not work in WebGL builds. Instead, I wrote data in a PlayerPrefs string. In this way I do not need to keep a details about what objects have a save data to delete or find all save data. The XML string stored contains everything.
In addition to door, I want to have force field gates that are controlled by levers. I also want to have force field gate malfunctioning so that the force field goes on and off defined intervals (with random variation).
This tutorial goes through how to build a 1st person sneaking game with simple enemies/guards that patrols predefined routes and if they spot the PC they start to follow and attack if they get near enough. A short video clip demonstrates the guard behaviour this tutorial builds.
This tutorial assumes that you are familiar with Unity and can create game objects, prefabs, and scripts. The code snippets below are in C#.
Gamasutra features a skin shader for Unity with the source code: http://www.gamasutra.com/view/news/39446/InDepth_Skin_Shading_In_Unity3D.php
Mick West writes about how to make NPCs or game system to make mistakes in a piece Intelligent Mistakes: How to Incorporate Stupidity Into Your AI Code at Gamasutra; something we needed also think when designing poker minigame for Lies and Seductions.
Workshop for NPC AI: http://dces.essex.ac.uk/staff/lucas/aignet/npcai.html. Presentation slides should appear to workshop site at some point according to report at Game AI for Developers.
Presentations seems interesting. Need to check if the presenters have published something relevant to my research.