Isn't that gonna cause your game to slow the longer it's on?
why?
I've done a number of different enemies and bosses and stuff now and so far they all work without taxing performance that I can tell
Isn't that gonna cause your game to slow the longer it's on?
Australian cantankerous.
There are tons of SNK games I wish had Steam Ports but Im sure eventually we might get more.
Petyr nooooo. petyr why u do diz
why?
I've done a number of different enemies and bosses and stuff now and so far they all work without taxing performance that I can tell
Only a handful in the Bundle were Steam ports.
Isn't that gonna cause your game to slow the longer it's on?
Ohhh right they were mostly legal roms running in a crappy emulator right?
Emulator was fine. But if you really want you can run them in whatever you want.Ohhh right they were mostly legal roms running in a crappy emulator right?
Emulator was fine. But if you really want you can run them in whatever you want.
Emulator was fine. But if you really want you can run them in whatever you want.
Yes, for the love of god do so, I tried that crappy emulator and wasn't a fan of it.From what I remember SteamGAF was saying the emulator was functional but not accurate like others. If I do get the bundle sometime I shall run it on something else.
It can if you're not careful, but that goes with everything in game dev.
Also, something like deep AI planning doesn't have to be run that often. Only a couple times per second or less. The reactionary stuff more often, but not route planning and the like.
Yes, for the love of god do so, I tried that crappy emulator and wasn't a fan of it.
I keep starting UE4 tutorials, getting 5 minutes in then doing something else with my time.
Starting to seriously wonder if I have adhd or something. Would explain how I've struggled to concentrate on anything since about year 9.
MAME.=pWhat do you suggest instead?
the way I have it set up they make decisions when reacting to something (this could be running into something, being damaged, touching a sensor, whatever, anything) otherwise they have one routine they play to the end and hten make another decision.
MAME.=p
Final Burn.What do you suggest instead?
How/when does sight of the player interrupt that? Like I try to trigger a routine whenever the AI first sees or stops seeing the player.
It's good, but I swear it has more graphical and sound issues with the same games I used in MAME...and funny enough some games are better in Final Burn.Final Burn.
Final Burn.
I don't have any actual line of sight because I never really bothered to figure out how.
What I typically do if I need an enemy to "see" a player is just use X/Y coordinates being within a range and the enemy facing the player (if applicable). I can fudge this a lot by narrowing those ranges and if I absolutely need more precision I have more horribly awful solutions that combine in a carefully choreographed way to (optimally) make certain enemies appear to be smarter than they are.
A lot can be done with stuff like that and if I REALLY need the enemy to have increased awareness of player's position in the level geometry I just "cleverly" utilize sensors
Oh, yeah. It's also a lot easier if you can assume that the enemy will only ever traverse flat ground, not slopes or gaps or anything.
But part of that necessarily influences your design language, like whether or not enemies can see you above their heads and beyond pits and stuff like that, so it's important to figure out ahead of time.
haha you're right! D
BRING IT ON GIFS SHALL NEVER DIE!!!!
she's a bitch tho
I'd use incredibly primitive tricks for that example. Say I had an enemy that can see you above it, but only if there's no terrain blocking. I'd just disallow them to see you above them at all unless you trip a sensor, which I would place in the terrain where they logically should be able to see you. Tada. Welcome to redneck programming.
Most enemies in the game are pretty simple and don't do a lot. There's a handful that are more complex (like the yellow crabs which can do a ton of stuff -- burrow, retreat, regen mode, go berserk, ranged attack, etc etc) and a few specific npc/boss tier enemies which have a ton more put into them (like the robot in the alien isolationy scenario).
Thanks for the detailed response! It does sound fun. How long would you say it takes to design and program like a standard mook enemy AI?Programming AI isn't all that hard. It's designing an AI where the difficulty comes in. You have to decide what you want the AI to think about, and in what order, with which preferences, et cetera. It's a lot of abstracting complex phenomena into simple considerations.
To that end, it's not much different from programming anything else in the game. Like making a character move and jump involves a lot of different parts (input polling, velocity tracking, effects of gravity, collision detection, triggering and running animation systems, et cetera) and putting all those systems together. The difference is that most of those systems are quite visible and obvious, whereas an AI is much more cerebral.
But it's fun to do and figure out.
How many realtors/places have you been messaging a day?No apartment people are getting back to me now but I finally got bloodwork that I haven't gotten around to for years
That makes sense. I prefer solving something with programming instead of data, which honestly doesn't save as much work as I like to think it does, but it gives me peace of mind and I enjoy that challenge more.
In other news... VidCon tomorrow. Woohoo. Yayyy. Oh yeah. Fuck. God save me.
Thanks for the detailed response! It does sound fun. How long would you say it takes to design and program like a standard mook enemy AI?
I think that depends. For something like a platformer enemy, if you already have a character controller built then you can just slap the movement code onto a dude and use empty gameobjects to detect edges to change direction in patrol movement if you need to. That takes less than an hour if you already know what you're writing. Then there's raycasting and junk for better AI.
It's so weird that I would see stuff about Ghost Song and be like "Wow this looks so legit" only to find that Jobbs is a little like that golden retriever at the computer.
PAX East or West? Where you there too? Can I work at your booth next time?I spent several days on just the scripting/behavior of certain enemies. Generally I spend a day or less on scripting for a single basic enemy.
I've been in print Game Informer twice and my game was displayed at Pax and guests played it
I'm a dummy, yes, but there's certain things I've gotten good at and so I keep the design within those things
I spent several days on just the scripting/behavior of certain enemies. Generally I spend a day or less on scripting for a single basic enemy.
I've been in print Game Informer twice and my game was displayed at Pax and guests played it
I'm a dummy, yes, but there's certain things I've gotten good at and so I keep the design within those things
oh, trust me, I want in my next game a real programmer(s) and units that actually behave dynamically. I fully admit this is a game held together by chewing gum and duct tape.
how many days of vidcom are you attending? I don't know much about it but I hope you have fun
Thanks for the detailed response! It does sound fun. How long would you say it takes to design and program like a standard mook enemy AI?
PAX East or West? Where you there too? Can I work at your booth next time?
How many realtors/places have you been messaging a day?
Getting bloodwork is good if kind of scary. D:
My roommates do annoying stuff like that sometimes, but I just have a conversation with them about it and that tends to be enough. Then again, I don't know how reasonable your roommates are, so...
So does anybody think the upside down RPG can work? I keep thinking back to the idea and it makes sense to me, but when I've discussed it with a few people they weren't big on it.
It'd be like a Deus Ex type game (where you have various skills that act as "keys" to certain parts of the level and allow you to resolve encounters in a variety of ways, persuasion, hacking, jumping extra high, turning invisible and so on), but instead of building up your character, you start maxed and level down over the game. You pick and choose which skills to reduce or disable outright, starting as a generalist and being forced to gradually specialise.
East. My game is published by Adult Swim Games and was displayed in their area. Originally they planned to have a stage inside their booth and have various devs on it all day every day demoing their games for hour long blocks -- Taking any questions, talking, etc. I was set to do an hour each day.
They scrapped the whole stage idea, though, and since my game wasn't being heavily promoted (because it wasn't coming out as soon as the rest of their lineup they were pushing) I opted to save my money and stay home. I sorta regret it because it woulda been cool. (and no, they don't pay the travel and board for their devs, at least not me!)
I fully intend to be at the next Prime and the next East after that. If you are at either of them yes please come hang out!
I can't attend PAX in good conscience. The PA guys are fucking scumbags. The not fat one in particular.East. My game is published by Adult Swim Games and was displayed in their area. Originally they planned to have a stage inside their booth and have various devs on it all day every day demoing their games for hour long blocks -- Taking any questions, talking, etc. I was set to do an hour each day.
They scrapped the whole stage idea, though, and since my game wasn't being heavily promoted (because it wasn't coming out as soon as the rest of their lineup they were pushing) I opted to save my money and stay home. I sorta regret it because it woulda been cool. (and no, they don't pay the travel and board for their devs, at least not me!)
I fully intend to be at the next Prime and the next East after that. If you are at either of them yes please come hang out!
I can't attend PAX in good conscience. The PA guys are fucking scumbags. The not fat one in particular.
Why are her shots passing through that enemy?
WHY?
I'm a dummy, yes
Why are her shots passing through that enemy?
WHY?
I'm [ ] this close to attending PAX Prime in spite of my hate of the PA guys, mostly because PAX Prime is so far removed from Penny Arcade at this point.
I think if Jobbs shows up to Prime I'll show up too, Boston aint' so far.
But ya, the PA guys have proven time and again that they need to develop a bit of empathy from their ivory tower.
I do like the artwork though
Don't most RPG's start you out with generalized stats by having them all be at base and force you to specialize over time anyway? If you have a cool story surrounding it, it could be a pretty interesting mechanic, though.
It depends on the game. In Deus Ex: HR as a case study, you sometimes enhance skills (e.g. steadier aim, jump twice as high) and sometimes add entirely new abilities (e.g. take control of robots / turrets, turn invisible, become immune to poison). Vtm: Bloodlines starts your character off by having one magical skill, and no abilities to pick lock, hack computers or anything else. In the original Deus Ex, you were split between Skills such as hacking and aim, and Augs which provided extra buffs or entirely new skills. You spent XP on skills, and found aug canisters to get those new aug abilities.
In all cases, the design of the RPG is to make it so that you can tailor the experience to your playstyle as you level up, rather than simply get more powerful at combat.
Some RPGs give you a super powered character and then take them away or eliminate all their powers in the first 30 minutes. This gives you a taste of what to aspire to, while allowing you to try out some of the higher functions before you unlock them. The design I propose here accomplishes this in a more generous manner, wherein you start with the all-you-can-eat-buffet, then make choices to eliminate or reduce the effectiveness of some of your abilities over time. At first, it will be easy, you'll get rid of things you never use, but in the end game you'd be forced to make legitimately tough choices.
Of course you would need to theme this in an interesting way in the story.
that's throw away art by someone else that I never planned to use for anything FYI I didn't make it
I can't attend PAX in good conscience. The PA guys are fucking scumbags. The not fat one in particular.