GDC just did a video covering how the TMNT guys handled enemy AI logic that you would find interesting, its called "Plays Like You Remember: Adapting Classics for 'Teenage Mutant Ninja Shredder's Revenge'". The dev explains that enemies will loiter around defined areas relative to the player and how to make it look "natural", you should take a look!
They also pulled in the mechanic of AI Tokens from The Sims which was itself used in Doom Eternal to control when an AI could attack. In simple terms the Tokens are a finite resource controlled by what is essentially a Director AI. The "Actors" run their own state machines and when they meet the criteria for attacking they request a token from the Director. If a Token is availsble it is assigned to the Actor who then proceeds to attack and once complete the token is made available for use by other Actors. This gives you very strict control over difficulty as you can define a limit on the number of Actors attacking a target at any moment. A token "cooldown" can also be applied so that an Actor which recently attacked now uses other AI states until the cooldown expires. This system can also be used as a replacement for the random weighted attacks as the AI tokens can be attack specific. This means the AI can behave differently while certain attacks are on cooldown such as moving closer if they currently have no ranged attacks.
I really liked the editing and quality in this devlog, I'm also very impressed with the animations and pacing of the combat so far! This game will be amazing for sekiro fans, as well as combat game fans in general. I look forward to the next devlog, and I will continue to support this project!
I just wanna say you guys are inspiring, you sound Nigerian correct me if am wrong, but am Nigerian and being an artist here is really hard not to mention game development, i look forward to seeing more of the game and hopefully playing it
I don't usually play souls-like games but boy your combat in prototyping phase already looks soooo baddassss!!! Amazing job guys, very well made! Also, the editing is top notch, I am taking notes for my own future devlogs now hehe 😅😅
Maybe think about draft a story while designing the bosses, sinse it is not a boss rush, that could be inspiring for staging and choose how to design characters and backgrounds (Im not gamedev)
thanks for your feedback, and we are working on that while implementing the combat system, it's just that we haven't reached to a concrete point in both the story and art direction that's why we haven't really announced it yet, but definitely in the coming weeks we should have something to show in that department
For strafing you could make like an invisible radius or spere that enemy tries to stay in. If you apply it to each enemy you could change it for each enemy. This way enemy can look like prepearing for attack rather than nothing and lots of idle animations . :)
10:30 false, you made a lot of progress in this month. You went from a combat system that seemed robotic, slow requiring players to wait for the AI to engage again, and not at all what you wanted based on other games, to a combat system that not only is fun for you and is extendable to mini bosses and bosses. This is a tremendous step in making your game the greatest that it can be. Now play testers can give you better feedback on improvements that will push you even closer to the game you want to make.
Thanks for the honesty in these developments logs. Really enjoyed this one :) keep strong everyone and looking forward to the future of the project. God bless :)
hmm, as of right now, access to the discord is strictly for members of the channel. but as for Playtesting, I'll be sending out open builds of the game from time to time
I have to utterly disagree that the game needs a clear aesthetic or identity at this point. You've not even settled on a core gameplay loop or even locked in how the combat itself will function. A game's identity is secondary to gameplay mechanics and should only be used to enhance the gameplay by providing context. Giving a game a narrative or aesthetic this early will cause you to discard solutions to real mechanical problems. Take this issue with the pacing of the combat itself. Let's say you want it to be really fast paced but it is causing the player to be easily overwhelmed by multiple enemies. A simple solution would be to give them an ability to create space like teleportation. But if you've settled on an indentity already the teleport solution may not fit the theme, so you are stuck trying to find a less effective solution that does. Focus on gameplay - worry about identity later. On the subject of pacing, go check the recent GDC talk for TMNT:Shredder's Revenge where they discussd how they implmented the concepts of combat circles and combat tokens to manage the same problems you're having.
it's great to hear feedback on this from you, but I feel like their is a bit of a misunderstanding here, in this video I mainly focused on talking about the game's combat identity without even going into what we are intending for the story and art style also we do have a game loop in mind, but the only reason why I didn't bring that up is because we are still testing it with our playtesters to see if it's a right fit, hopefully in the coming months I'll talk about that in more detail
@@studiologixgames Ahh I see. I think the term user experience would be a better than identity then since you're referring to is how the gamelay makes the player feel. Sorry for the misunderstanding.
Super happy with the progress and direction Stasis is heading and I'm glad I could be of help.
Can't wait for the next update!
thanks a bunch brother
GDC just did a video covering how the TMNT guys handled enemy AI logic that you would find interesting, its called "Plays Like You Remember: Adapting Classics for 'Teenage Mutant Ninja Shredder's Revenge'". The dev explains that enemies will loiter around defined areas relative to the player and how to make it look "natural", you should take a look!
awesome, I'll check the video right now
They also pulled in the mechanic of AI Tokens from The Sims which was itself used in Doom Eternal to control when an AI could attack. In simple terms the Tokens are a finite resource controlled by what is essentially a Director AI. The "Actors" run their own state machines and when they meet the criteria for attacking they request a token from the Director. If a Token is availsble it is assigned to the Actor who then proceeds to attack and once complete the token is made available for use by other Actors.
This gives you very strict control over difficulty as you can define a limit on the number of Actors attacking a target at any moment. A token "cooldown" can also be applied so that an Actor which recently attacked now uses other AI states until the cooldown expires. This system can also be used as a replacement for the random weighted attacks as the AI tokens can be attack specific. This means the AI can behave differently while certain attacks are on cooldown such as moving closer if they currently have no ranged attacks.
hmm, that's quite interesting I'll look into it
I really liked the editing and quality in this devlog, I'm also very impressed with the animations and pacing of the combat so far! This game will be amazing for sekiro fans, as well as combat game fans in general. I look forward to the next devlog, and I will continue to support this project!
Thanks a lot, honestly it's getting support like these that motivates me to do my best in making the videos
I just wanna say you guys are inspiring, you sound Nigerian correct me if am wrong, but am Nigerian and being an artist here is really hard not to mention game development, i look forward to seeing more of the game and hopefully playing it
yeah, we are a Nigerian game Dev studio and thanks a bunch for the support
@@studiologixgames 🔥🔥🔥🔥
Great job.
Huge love from here ❤❤
Thanks a lot 💪
I don't usually play souls-like games but boy your combat in prototyping phase already looks soooo baddassss!!! Amazing job guys, very well made!
Also, the editing is top notch, I am taking notes for my own future devlogs now hehe 😅😅
Thanks a bunch for the support, really appreciate it
Very cool looking game! Looking forward to seeing more of it!
thanks a lot for the support we intend to show more progess in the coming weeks
@@studiologixgames Can't wait to see it!
Maybe think about draft a story while designing the bosses, sinse it is not a boss rush, that could be inspiring for staging and choose how to design characters and backgrounds
(Im not gamedev)
thanks for your feedback, and we are working on that while implementing the combat system, it's just that we haven't reached to a concrete point in both the story and art direction that's why we haven't really announced it yet, but definitely in the coming weeks we should have something to show in that department
For strafing you could make like an invisible radius or spere that enemy tries to stay in. If you apply it to each enemy you could change it for each enemy. This way enemy can look like prepearing for attack rather than nothing and lots of idle animations . :)
fair, I'll look into reworking it
10:30 false, you made a lot of progress in this month. You went from a combat system that seemed robotic, slow requiring players to wait for the AI to engage again, and not at all what you wanted based on other games, to a combat system that not only is fun for you and is extendable to mini bosses and bosses. This is a tremendous step in making your game the greatest that it can be. Now play testers can give you better feedback on improvements that will push you even closer to the game you want to make.
Thanks a lot for the support, we really appreciate it
Thanks for the honesty in these developments logs. Really enjoyed this one :) keep strong everyone and looking forward to the future of the project. God bless :)
Thanks so much for the support
@@studiologixgames no thanks needed. Thanks for documenting your progress
Great video, thanks for sharing your process and progress.
Thanks for the support, it really motivates me to keep making videos like these
interesting difficulties.
Yup
How about a parry, dodge, counter?
hmm, can you please elaborate on this because right now, we are making the combat system similar to that of sekiro
Are y’all a Nigerian game studio ❤️
yes we are
Can I join the discord or become a playtester?
hmm, as of right now, access to the discord is strictly for members of the channel.
but as for Playtesting, I'll be sending out open builds of the game from time to time
Hey
Yo
Ok
thanks
I have to utterly disagree that the game needs a clear aesthetic or identity at this point. You've not even settled on a core gameplay loop or even locked in how the combat itself will function. A game's identity is secondary to gameplay mechanics and should only be used to enhance the gameplay by providing context.
Giving a game a narrative or aesthetic this early will cause you to discard solutions to real mechanical problems. Take this issue with the pacing of the combat itself. Let's say you want it to be really fast paced but it is causing the player to be easily overwhelmed by multiple enemies. A simple solution would be to give them an ability to create space like teleportation. But if you've settled on an indentity already the teleport solution may not fit the theme, so you are stuck trying to find a less effective solution that does. Focus on gameplay - worry about identity later.
On the subject of pacing, go check the recent GDC talk for TMNT:Shredder's Revenge where they discussd how they implmented the concepts of combat circles and combat tokens to manage the same problems you're having.
it's great to hear feedback on this from you, but I feel like their is a bit of a misunderstanding here, in this video I mainly focused on talking about the game's combat identity without even going into what we are intending for the story and art style
also we do have a game loop in mind, but the only reason why I didn't bring that up is because we are still testing it with our playtesters to see if it's a right fit, hopefully in the coming months I'll talk about that in more detail
also I was talking more about the game's combat identity rather than the overall piece
@@studiologixgames Ahh I see. I think the term user experience would be a better than identity then since you're referring to is how the gamelay makes the player feel. Sorry for the misunderstanding.
fair point, I'll take that to note
thanks for the observation though, really appreciate you taking time to express your thoughts on the game