Fixing my Enemy AI in 5 minutes! | Devlog
HTML-код
- Опубликовано: 14 окт 2024
- Check out my game on Steam!
store.steampow...
Everyone is welcome to join the Discord server!
/ discord
Music:
Hyrule 2 - Zelda: Echoes of Wisdom
Normal Battle - Paper Mario: The Thousand Year Door
Boy, do I love a new Challacade video...
His videos are just getting better. I''ve a professional developer for 13+ years but game development is so different from business apps. It's is really cool to see how small details matter and the concept of changing the code not to fix something but to make it more fun, entertaining and more alive
I love the way that Echoes of Wisdom handles the enemy's attacks AI. The Wolfos, for example, constantly circling the player and diving in to attack. It feels more akin to 3d Zelda design philosophies. You've got some great ideas here. Can't wait to see how it turns out!
in 5 minutes you've given me a better understanding of enemy AI that over 100 hours watching state machine videos lol
Liked a lot this update, two suggestion to you friend:
- You can make the enemy just retreat if you are close to then, just because it looked weird when they retreated even if you were away from then.
- Another cool add would be to make different chance to then to retreat, this make each enemy more unique by having differents behaviors.
Hope you like this suggestions and keep the good work! Im a Love2D entusiat
That's a great suggestion. I was also thinking they should be more likely to retreat when their HP gets low
I played the demo, this game is dope. Looking forward to seeing where it goes. The style is so simple and charming
now imagine an enemy that only retreats, now it gives incentive to use range weapon
Would become annoying. Also difficult for younger players
That's the point. There are skeletons in Zelda Link To the Past with similar behavior. @@RenadoMalo
Beautiful improvements, the game looks more and more incredible!
If I can make a proposal, it would be nice if among the various "approaches" there was an approach that leads the enemies to team up to surround the player to attack him from two opposite directions.
Maybe only intelligent creatures (like guards and the like) can coordinate like this. To maintain modularity it could be a function locked behind a boolean value (smart=yes/no)
But it's just an idea that came to me randomly while watching the video, I don't know how easy it is to implement or if it might be too frustrating ahaha
Way more complicated & already implement on my game.
Hard to optimize. Or because the attack sequence that i use is more than team attack.
Those blue guys look so fun to fight, I love the way they jump around
It always amazes me how some of the simplest tweaks, like the retreating intention, can drastically improve your AI. It makes me want to see how I can apply this to Dewdrop. Cheers!
That would be awesome!! 🤩
I literally LOVE the game and the way you are carrying it forward. The new boss still needs some more work though. Keep it up, it will be worth it
I guess you could say…
You Löve it?
@@gavinfriel2308
I Löve it 2 much
Bro, I love your content and I really want ur game to go well, pls continue!!
add a flanking intention where instead of moving to the player they'll plot points around the player equal to the number of enemies the player is facing and move to one of those points, and an ambush intention where they plot the direction the player is moving and try o cut them off.
I really love your commitment to improving pre-existing features and making the game as good as it can be.
for groups of enemies, you could make it so some would keep their distance while other enemies fought, and if they took too much damage, a different enemy would jump in and the other would retreat. especially with enemies that are tough individually already
Nice video dude! You inspire me, giving me ideas on how to code things in my own game. Great job yet again!
I like trains
same
Good stuff as always Chall! 😁love the little frog-like enemies
This game looks so good. Can't wait. It would be really cool on the switch for that extra retro handheld vibe.
Your videos are the BEST!!! You're my #1 role model tbh.
That crowd size!! This is insanely performant!!! I still can’t get over it haha
I was exactly studying now how to make a good enemy AI for my game and you just released this video, amazing!!
*Boomerang is my favorite weapon*
*That thing should be a permanent weapon*
Your videos are really good and moonshine is getting really cool, I can't wait to play it
yay i always look forward to new devlogs !!! :D
very logical approach! my only nitpick that I would suggest is possibly adding an animation specifically for the retreat, to telegraph the motion so the player can respond accordingly. sure, the randomness makes it feel more natural, but since the movement is more random, it’s very unpredictable, so it could be difficult to dodge
I'm stealing this for my own game! Thank you
This might be a somewhat odd comparison, but I've always had fun fighting the Iron Knuckles from Zelda 2 (The way you're supposed to fight them, not the glitch). The biggest reason, is that they can directly detect and respond to your actions... Namely, the chance that they move their shield to defend where you attacked. Even though it is still technically following a rigid set of instructions, It makes the enemy feel a little smarter, and also makes the fight feel a little more real, since in this case the Darknut leaves _themselves_ open rather than the player having to make an opening.
So excited to play it when it comes out!
Nice!
Add a patrol/watch/iddle intention aswel, so enemy can circle you, watch and then move or strike.
I think it'll make it look more of a natural battle
Maybe a movement like "flank" (used traslating tools for that word) could be good too. Like, instead of retreating, some enemies can rarely try to change their positions to get you from another angle. Idk how this system is really coded, so idk if you can add this just to certain enemies, but maybe some "smart ones" could have this behavior
Some additional suggestions are going behind a player while fighting with other mobs and approaching in zig zag like Doom enemies.
Look up behavior trees and GOAP.
Sounds like it might be what you're looking for
that paper mario music transition was great lol.
I won’t lie, until you said that was a crocodile boss I thought it was a hippo lol
I've been playing a lot of Binding of Isaac recently, and something that game does to vary enemy movement is base certain movements on how the player is currently moving. Some enemies will strafe and try to flank/surround the player if they're a part of a large group, and some even attempt to predict where the player will shoot and dodge. Something like that might add yet another layer of strategy. Nothing against how you've done it of course haha, just possibly something to take inspiration from :) plus I have zero idea how hard that would be to implement lol
YEEEESSSSSS NEW VID
great update! I love the idea of random retreats, wondering how I could implement something similar :)
Some Bungie devs gave an awesome talk for how they made CE's AI magic.
Should of put "funded by allfather" at the end (jk)
Thanks for sharing! Keep it up!
and her's a boss idea, a boss that become's the player kinda like dark link, another boss idea is this skeleton warden thing that uses fire
So, basically you recreated Minecraft's GoalSelector system
Hi i just wanted to metion a bug wher if you use a projectile attack on the boss from who you can get the old lithning core you skip the cutszene and just fight the boss while the Arena stays black
Edit: maybe you could do a combat free zone or smth like that although ist a cool speedrunning trip
keep up the good work buddy
New video. Marketing!
No way you did all of these fixes in 5 minutes !!
Nice work man!
Have you considered mixing in a “retreat” that is orthogonal to the approach direction? Would give some of the feeling of being surrounded while staying more random for the simple enemies
LovePotion is underrated, i always wanted to dev on unity but making my own 2d engine looks fun haha
this slowly becoming a souls like zelda :c
nice
I think crock boss should spawn projectiles during retreat or meybe shockwave.
ECHOES OF WISDOM OST 🔥🔥
Hey love those new troops that you showed in this vid, what do you use for the arts?
Ive noticed the jumps from the new enemy cover a fairly large distance quickly, have you considered that other than retreating, the enemy could jump at an angle closer to the player to a side, to try to flank them from a different angle than other enemies rather than widening the gap between them too?
Bro has 0 idea how much these videos habe inspired me with my own ideas. I may be storyboarding and conceptualizing for a while still, but i appreciate the extra source of inspiration 🫡
papir mario :D
Hey do you think a project as clean as this can be made in unreal? I was thinking about making a 2D Top Down game myself :)
The "intentions" system is essentially an ECS, yes?
With all these cool enemies and new bosses u showed I feel like the game is a bit too zoomed in now
W vid 👌🏾
What engine do you use bro? I think MonoGame Framework, right?
Cool beans
Noice
Guys I am at 16/17% of the demo and I cant find anything to do next. Anyone has an idea what should I do next?
I love
Are you implementing finite state machines for the AI or even behavior trees?
I LÖVE the game bro
Nice
i thought there was gonna be atleest 4 bosses for the demo
How hard was making modular combat AI code for you? Do you ultimately think it was good idea? Would you go this path again?
It has always been worth it making things modular. I only have regrets later on when I don't make things modular enough - it does make it harder, and it's useful mainly for having a variety of enemies. It's also hard knowing ahead of time which features need to be modular, hindsight is 20/20
i was like, wen will chalacade post, and then new episode
What programming language you use?
YIPPEE
why is all of your text in inherit mode and not in nearest ?
This game is 100% Lua and Love2D?
what coding language are u using?
Lua
Rahh
Make it for Android
Chess
Yo can I get the game for free when it come out?