Комментарии •

  • @AlanFlandersRoth
    @AlanFlandersRoth 5 месяцев назад +14

    Hotdog-slapped that subscribe button! Looking forward to your progress.

  • @aldanasjuan
    @aldanasjuan 5 месяцев назад +13

    I saw a talk some time ago where the talker was doing AI's by simulating a controller (like a gamepad) so every enemy could be potentially controlled by a human using a gamepad. So the AI just controlls a virtual gamepad, like setting the left joystick left or right based on the state. So each state executor in this case just presses left or right to move, A to attack, etc. This came to mind when I saw the mushroom floating after attacking because I bet that doesn't happen with your actual player because the player is built to work with gamepads, so by building enemies the same way everything acts a bit more in the same way. And you can control the enemies with a gamepad if you wanted for whatever reason haha. You can obviously ignore this but I thought it was a cool way to think about enemies and that's how I'm building my AI's in the future.
    Talking about gdscript, you can always use compute shaders for performance haha not really practical though

    • @InboundShovel
      @InboundShovel 5 месяцев назад +3

      Haha - that particular issue was mostly because I wasn't applying gravity correctly when the state changed, so just another physics problem, heh
      Controlling enemy input as if they were a playable character with the AI using a controller is actually a really interesting approach though, it does seem like there could be some cool applications for that!

    • @aldanasjuan
      @aldanasjuan 5 месяцев назад +3

      @@InboundShovel Yeah, I figured it was an issue that you would easily fix. I've had my share of unintended floating behaviours so I've been there haha
      The playable ai is interesting in it's own way and I think a separate topic and approach. I'm building a duel sword thingy so all players use swords the same way, which is why it makes sense that if my animations already read controller input, just have the ai control a virtual controller and have the system work the same way for everything.
      Since you have different enemies with different animations, compositions, personalities, etc, it may be more complicated to do it that way.

    • @marcelslofstra2157
      @marcelslofstra2157 28 дней назад

      Unless you actually do sonething with that, that’s just overcomplicating things.

  • @ChristopherAOBoyle
    @ChristopherAOBoyle 5 месяцев назад +8

    The game looks great and I really look forward to your devlogs. Glad mushroom boy can finally go through the motions of life and death LOL wishing you all the best and thank you for going the extra mile when it comes to editing and etc.

  • @preator_vallum6377
    @preator_vallum6377 Месяц назад

    The ironing out phase of the video made me feel a lot better about being confused on how to implement real more complex enemies, appreciate the video

  • @josesanchezart1244
    @josesanchezart1244 5 месяцев назад +3

    I love your video and your humor. This is what I imagine kinda what my devlog would be. Very inspiring.

  • @nilsmuller-cleve6769
    @nilsmuller-cleve6769 5 месяцев назад +5

    I also quite recently implemented the AI system for my game. The biggest hurdle I faced was to create editor tools that allow for quick iteration as my game is designed around complex multi-stage encounter where multiple AI agents communicate with each other.
    I would love to see how your editor tools look like, or about a minute of content showing how you work with your system.

    • @InboundShovel
      @InboundShovel 5 месяцев назад +2

      That's a great suggestion!
      I was working on some updates to the AI system right now, I'll show off how I work with the enemies in editor in a video about that rework!
      Spoiler: my editor tools were kind of over-designed and not what I needed for my use case, so I simplified it /greatly/ heh

  • @jusatin
    @jusatin 3 месяца назад +3

    A nice video, thanks! I just wish you would actually show us how you're tackling the problems and building your system inside Godot.

  • @tomatejaune902
    @tomatejaune902 4 месяца назад +2

    How can you have only 128 likes ?!! For me that's mad ! Your videos are soooo good ! I was looking for a way to implement ennemies in my game, and I couldn't find one without any code but just the logic (i want to find how to code it by myself) but I found you ! And believe me, I slapped that suscribe button !
    Sorry for my mistakes in English, I'm 15 and french ;) I made the effort of writing this comment by myself because you and your channel deserve it.
    Hope the best for you and your game !

    • @InboundShovel
      @InboundShovel 4 месяца назад +1

      Thank you so much! Glad I could be helpful!
      Good luck with your enemies! :D

  • @BrutalNeko9640
    @BrutalNeko9640 2 месяца назад

    Whenever you say executor my brain hears "exeggcutor" ...
    Great video, though, I enjoy hearing about your thought process :)

  • @Anerisian
    @Anerisian 5 месяцев назад +4

    I would probably pick Behavior Tree to StateMachine, or go with AdamCYounis state machine design. The statemachine state is resonsible for the “how“ (how to run, attack etc) whereas the behaviour tree is responsible for the “what” (when to run, when to attack etc). But Adam shows in his state machine tutorial also how both can be combined, yet remain modular.

    • @Anerisian
      @Anerisian 5 месяцев назад +3

      also, I thought Godot can do c# by now?

    • @InboundShovel
      @InboundShovel 5 месяцев назад +1

      ​@@Anerisian Yeah, I think it has c# support, but I haven't looked into it much. Last I looked into it, I saw it wasn't very stable - so I haven't considered it much. Probably worth another glance.
      Sounds like that approach is extremely similar to what I've done here - I just called the "behaviour tree" a "state executor" LOL

  • @EriKantGame
    @EriKantGame 5 месяцев назад +1

    Liking this format! Also good work on problem solving your mushroom son's behavioural issues 😂 it always comes down to executor function...I mean executive function

    • @InboundShovel
      @InboundShovel 5 месяцев назад

      He's confused sometimes but he got the spirit heh heh heh

  • @Atlessa
    @Atlessa 2 месяца назад

    "WHUH! IS A DORA!"
    -> subscribed.

  • @goretobe5929
    @goretobe5929 5 месяцев назад +8

    Hilarious? Check. Amazing game? Check. Needs more attention😔

    • @InboundShovel
      @InboundShovel 5 месяцев назад +4

      Thank you for the kind words, I appreciate it! :)

  • @ExatedWarrior
    @ExatedWarrior 3 месяца назад

    More modularity is always good, especially with AI.
    The code that performs actions should be separate from the code that makes decisions. Someone already mentioned the virtual game pad implementation.
    Also states should have separate code for determining when they start and when they end so you don't get enemies with no concept of object permanence. You don't forget the spider you saw in your room the moment it skitters away.
    States should generally decide for themselves if they should be on or off and the state executor just decides between them when multiple states decide to be on. Each state has one block of code for turning the state on, and a completely different block of code for deciding when to turn that state off. Fine tune this for your use case.
    Also learn about boids. If you're not sure how boids can help you then you don't understand boids well enough.

  • @MScienceCat2851
    @MScienceCat2851 3 месяца назад

    Maybe you can mix behavior tree with artifical intelligence algorithm for simulating learning. Basically the enemy can literally think and plan and do real time decisions more dynamically.

  • @SkyLavend
    @SkyLavend 5 месяцев назад +4

    Just casually bring up fir

    • @InboundShovel
      @InboundShovel 5 месяцев назад +2

      He's the goat

    • @SkyLavend
      @SkyLavend 5 месяцев назад +2

      @@InboundShovel My goat 🙏🙏

  • @RecklessMienshao
    @RecklessMienshao 3 месяца назад +1

    I actually thought you had like mil 2 mil subs😮 why do the great chanels not have subs 😔

  • @heartlamp6455
    @heartlamp6455 5 месяцев назад +2

    Right on man

  • @retexcrafted
    @retexcrafted 3 месяца назад +1

    I mean doesn't godot support C#? Cant you just move your project over to the he c# build

    • @retexcrafted
      @retexcrafted 3 месяца назад +1

      Wait never mind there is already a comment about it

  • @BlueCreepvine
    @BlueCreepvine Месяц назад

    you better make one of those mushrooms a companion or pet or something, or else it's hands /j

  • @ArcChief01
    @ArcChief01 2 месяца назад

    I know this is 3 monthes old but wouldnt it work if you made the notice range farther than the range of an attack so the enemy is forced to get into range

  • @isekaidev7803
    @isekaidev7803 3 месяца назад

    What about using Behavior Trees instead of states?
    Not sure if Godot has Behavior Trees?

  • @johncowart9536
    @johncowart9536 2 месяца назад

    I like the update formula :)

  • @kingkeesietv
    @kingkeesietv 5 месяцев назад +2

    🔥🔥🔥

  • @luisces
    @luisces 5 месяцев назад +1

    About GDscript and C#, why dont you use Godot Mono then? If you are better at C# go with that.
    I say that with actual experience on it, its amazing, I have the heavy work physics of my Ai, etc all under C# and some of the rest of the code like UI or some quick method calls under GDScript.

    • @InboundShovel
      @InboundShovel 5 месяцев назад

      That's great advice! I don't know why I never really thought about trying out Godot's C# support, but I think I'll take a look into it now!
      Thanks! :)

  • @Riversofash
    @Riversofash 5 месяцев назад +2

    do you have a discord server :0

    • @InboundShovel
      @InboundShovel 5 месяцев назад +2

      I don't currently have a community discord server for the game, but that's a good idea - I'll put it on my to-do list!

  • @codyleaderbrand6536
    @codyleaderbrand6536 5 месяцев назад +1

    Looking slick my guy...BUT 😂

  • @extranji
    @extranji 5 месяцев назад +3

    🌭👋🌭👋🌭👋

    • @InboundShovel
      @InboundShovel 5 месяцев назад +1

      it really do be like that sometimes fr fr

  • @Fullrusher
    @Fullrusher 5 месяцев назад +2

    AI in general depresses me , Ive even stopped learning code and everything , it feels so pointless .. even forgot I had this interest

    • @InboundShovel
      @InboundShovel 5 месяцев назад +8

      Oh, this AI has nothing to do with LLMs or shit like that - it's just the general term for the enemy's brain.
      Don't let it stop you from learning to code! It's still a lot of fun to work on interesting design problems - human ingenuity will still win out in the end, haha!

  • @kingkeesietv
    @kingkeesietv 5 месяцев назад +2

    🔥🔥🔥