Fixing my Enemy AI in 5 minutes! | Devlog

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  • Опубликовано: 14 окт 2024
  • Check out my game on Steam!
    store.steampow...
    Everyone is welcome to join the Discord server!
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    Music:
    Hyrule 2 - Zelda: Echoes of Wisdom
    Normal Battle - Paper Mario: The Thousand Year Door

Комментарии • 93

  • @brycenrgeiger
    @brycenrgeiger 3 дня назад +77

    Boy, do I love a new Challacade video...

    • @junior.santana
      @junior.santana 3 дня назад

      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

  • @Legendary_Honey
    @Legendary_Honey 3 дня назад +26

    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!

  • @Crits-Crafts
    @Crits-Crafts 2 дня назад +3

    in 5 minutes you've given me a better understanding of enemy AI that over 100 hours watching state machine videos lol

  • @marcelosetubal6898
    @marcelosetubal6898 3 дня назад +5

    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

    • @junior.santana
      @junior.santana 3 дня назад +3

      That's a great suggestion. I was also thinking they should be more likely to retreat when their HP gets low

  • @moonloopLeo
    @moonloopLeo 2 дня назад +3

    I played the demo, this game is dope. Looking forward to seeing where it goes. The style is so simple and charming

  • @reguret2976
    @reguret2976 3 дня назад +19

    now imagine an enemy that only retreats, now it gives incentive to use range weapon

    • @RenadoMalo
      @RenadoMalo 3 дня назад +1

      Would become annoying. Also difficult for younger players

    • @tldmbruno
      @tldmbruno 3 дня назад +1

      That's the point. There are skeletons in Zelda Link To the Past with similar behavior. ​@@RenadoMalo

  • @francescobonaiuti6987
    @francescobonaiuti6987 3 дня назад +8

    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

    • @wolfrog-team
      @wolfrog-team 3 дня назад

      Way more complicated & already implement on my game.
      Hard to optimize. Or because the attack sequence that i use is more than team attack.

  • @andrewdrost6786
    @andrewdrost6786 3 дня назад +5

    Those blue guys look so fun to fight, I love the way they jump around

  • @Goodgis
    @Goodgis 14 часов назад

    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!

    • @Challacade
      @Challacade  14 часов назад

      That would be awesome!! 🤩

  • @deneiro
    @deneiro 3 дня назад +4

    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

    • @gavinfriel2308
      @gavinfriel2308 3 дня назад

      I guess you could say…
      You Löve it?

    • @vystema
      @vystema 2 дня назад

      @@gavinfriel2308
      I Löve it 2 much

  • @Nuffaum1
    @Nuffaum1 3 дня назад +1

    Bro, I love your content and I really want ur game to go well, pls continue!!

  • @lexibyday9504
    @lexibyday9504 3 дня назад +2

    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.

  • @adeladam2325
    @adeladam2325 3 дня назад +1

    I really love your commitment to improving pre-existing features and making the game as good as it can be.

  • @wackthebird
    @wackthebird 3 дня назад +1

    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

  • @Pyroqua-cool
    @Pyroqua-cool 3 дня назад +1

    Nice video dude! You inspire me, giving me ideas on how to code things in my own game. Great job yet again!

  • @MandiiMandarynka
    @MandiiMandarynka 3 дня назад +15

    I like trains

  • @rmdcompositions
    @rmdcompositions 2 дня назад

    Good stuff as always Chall! 😁love the little frog-like enemies

  • @ricard112
    @ricard112 2 дня назад

    This game looks so good. Can't wait. It would be really cool on the switch for that extra retro handheld vibe.

  • @C930n
    @C930n 2 дня назад

    Your videos are the BEST!!! You're my #1 role model tbh.

  • @Michaelcampbell0916
    @Michaelcampbell0916 3 дня назад

    That crowd size!! This is insanely performant!!! I still can’t get over it haha

  • @dre4085
    @dre4085 3 дня назад

    I was exactly studying now how to make a good enemy AI for my game and you just released this video, amazing!!

  • @kamm3021
    @kamm3021 3 дня назад +3

    *Boomerang is my favorite weapon*
    *That thing should be a permanent weapon*

  • @guilhermenatale2
    @guilhermenatale2 3 дня назад

    Your videos are really good and moonshine is getting really cool, I can't wait to play it

  • @rocky_kitten
    @rocky_kitten 3 дня назад +1

    yay i always look forward to new devlogs !!! :D

  • @TylerRhoads-c7b
    @TylerRhoads-c7b 3 дня назад

    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

  • @evildojo666
    @evildojo666 3 дня назад

    I'm stealing this for my own game! Thank you

  • @ironencepersonal9634
    @ironencepersonal9634 3 дня назад

    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.

  • @RatsbyDev
    @RatsbyDev 3 дня назад

    So excited to play it when it comes out!

  • @flaviogomes
    @flaviogomes 3 дня назад

    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

  • @gabrielfelipe820
    @gabrielfelipe820 3 дня назад +1

    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

  • @NeZversSounds
    @NeZversSounds 3 дня назад

    Some additional suggestions are going behind a player while fighting with other mobs and approaching in zig zag like Doom enemies.

  • @professorlamp
    @professorlamp 3 дня назад +2

    Look up behavior trees and GOAP.
    Sounds like it might be what you're looking for

  • @SebastianGraves
    @SebastianGraves 3 дня назад

    that paper mario music transition was great lol.

  • @VengefulSpectre
    @VengefulSpectre 2 дня назад

    I won’t lie, until you said that was a crocodile boss I thought it was a hippo lol

  • @simmydimmy
    @simmydimmy 55 минут назад

    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

  • @LoggyTheLog
    @LoggyTheLog 3 дня назад +3

    YEEEESSSSSS NEW VID

  • @mz_eth
    @mz_eth 3 дня назад

    great update! I love the idea of random retreats, wondering how I could implement something similar :)

  • @DrewRoshambo
    @DrewRoshambo 3 дня назад

    Some Bungie devs gave an awesome talk for how they made CE's AI magic.

  • @vortexstudios_echo
    @vortexstudios_echo 3 дня назад +2

    Should of put "funded by allfather" at the end (jk)

  • @FillMakesGames
    @FillMakesGames 2 дня назад

    Thanks for sharing! Keep it up!

  • @antoineschatt8240
    @antoineschatt8240 3 дня назад

    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

  • @daiyousei.1586
    @daiyousei.1586 2 дня назад

    So, basically you recreated Minecraft's GoalSelector system

  • @onlyonerealbirne6079
    @onlyonerealbirne6079 2 дня назад +1

    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

  • @CoffeUp
    @CoffeUp 3 дня назад

    keep up the good work buddy

  • @ericclark2330
    @ericclark2330 3 дня назад +1

    New video. Marketing!

  • @Microplay-Interactive
    @Microplay-Interactive 2 дня назад

    No way you did all of these fixes in 5 minutes !!

  • @FireCat12012
    @FireCat12012 3 дня назад

    Nice work man!

  • @the-rudolph
    @the-rudolph 3 дня назад

    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

  • @chronolecte4388
    @chronolecte4388 3 дня назад

    LovePotion is underrated, i always wanted to dev on unity but making my own 2d engine looks fun haha

  • @fading-sun-studios
    @fading-sun-studios 2 дня назад

    this slowly becoming a souls like zelda :c

  • @AllFather7274
    @AllFather7274 3 дня назад +2

    nice

  • @TopLineQuality
    @TopLineQuality 2 дня назад

    I think crock boss should spawn projectiles during retreat or meybe shockwave.

  • @just_v3rd4nt
    @just_v3rd4nt 3 дня назад

    ECHOES OF WISDOM OST 🔥🔥

  • @gogjo_man9386
    @gogjo_man9386 3 дня назад

    Hey love those new troops that you showed in this vid, what do you use for the arts?

  • @neferkar112
    @neferkar112 2 дня назад

    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?

  • @HexdVex
    @HexdVex 3 дня назад

    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 🫡

  • @sventomasek
    @sventomasek 3 дня назад +1

    papir mario :D

  • @prantoislam5529
    @prantoislam5529 День назад

    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 :)

  • @souptaels
    @souptaels 3 дня назад

    The "intentions" system is essentially an ECS, yes?

  • @JuhoSprite
    @JuhoSprite 3 дня назад

    With all these cool enemies and new bosses u showed I feel like the game is a bit too zoomed in now

  • @Gala_RF
    @Gala_RF 2 дня назад

    W vid 👌🏾

  • @novac1
    @novac1 3 дня назад

    What engine do you use bro? I think MonoGame Framework, right?

  • @PokimBarran
    @PokimBarran День назад

    Cool beans

  • @AsymetricArts
    @AsymetricArts День назад

    Noice

  • @TheSkelly
    @TheSkelly 2 дня назад

    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?

  • @MirelMeyer
    @MirelMeyer 3 дня назад

    I love

  • @Tronex2009
    @Tronex2009 3 дня назад

    Are you implementing finite state machines for the AI or even behavior trees?

  • @ChickenPiez0
    @ChickenPiez0 3 дня назад

    I LÖVE the game bro

  • @WaterKraken
    @WaterKraken 2 дня назад

    Nice

  • @antoineschatt8240
    @antoineschatt8240 3 дня назад

    i thought there was gonna be atleest 4 bosses for the demo

  • @Druid_Ignacy
    @Druid_Ignacy 3 дня назад

    How hard was making modular combat AI code for you? Do you ultimately think it was good idea? Would you go this path again?

    • @Challacade
      @Challacade  День назад

      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

  • @antoineschatt8240
    @antoineschatt8240 3 дня назад

    i was like, wen will chalacade post, and then new episode

  • @marcusnegru4894
    @marcusnegru4894 2 дня назад

    What programming language you use?

  • @O-carto
    @O-carto 3 дня назад

    YIPPEE

  • @dahim1172
    @dahim1172 3 дня назад

    why is all of your text in inherit mode and not in nearest ?

  • @UnderArea51
    @UnderArea51 3 дня назад

    This game is 100% Lua and Love2D?

  • @Muhammed.E23
    @Muhammed.E23 3 дня назад

    what coding language are u using?

  • @montageofchips
    @montageofchips 3 дня назад

    Rahh

  • @lordbetagtx
    @lordbetagtx 2 дня назад

    Make it for Android

  • @litt420
    @litt420 День назад

    Chess

  • @MsnGalaxy-k8k
    @MsnGalaxy-k8k 3 дня назад +1

    Yo can I get the game for free when it come out?