Fixing my Enemy AI in 5 minutes! | Devlog

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  • เผยแพร่เมื่อ 29 พ.ย. 2024

ความคิดเห็น • 157

  • @brycenrgeiger
    @brycenrgeiger หลายเดือนก่อน +138

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

    • @junior.santana
      @junior.santana หลายเดือนก่อน +4

      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

    • @MonkeyManiac
      @MonkeyManiac หลายเดือนก่อน

      Here here.

  • @Goodgis
    @Goodgis หลายเดือนก่อน +62

    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  หลายเดือนก่อน +7

      That would be awesome!! 🤩

    • @Medlirbeat
      @Medlirbeat หลายเดือนก่อน +2

      Omg is Goodgis❤🎉

  • @lexibyday9504
    @lexibyday9504 หลายเดือนก่อน +31

    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.

  • @wildlmao
    @wildlmao หลายเดือนก่อน +4

    This game is looking sick

  • @wackthebird
    @wackthebird หลายเดือนก่อน +11

    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

  • @Legendary_Honey
    @Legendary_Honey หลายเดือนก่อน +38

    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!

  • @optimalradish
    @optimalradish หลายเดือนก่อน +2

    A cool thought is that the bosses actually say something before they fight you or a reason, they want to fight you. When I played the demo that's the one thing that kind of strayed me away or I'm just really into lore and writing, idk💀

    • @Challacade
      @Challacade  หลายเดือนก่อน +2

      Good feedback, thanks!

  • @marcelosetubal6898
    @marcelosetubal6898 หลายเดือนก่อน +19

    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 หลายเดือนก่อน +8

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

  • @reguret2976
    @reguret2976 หลายเดือนก่อน +30

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

    • @RenadoMalo
      @RenadoMalo หลายเดือนก่อน +1

      Would become annoying. Also difficult for younger players

    • @tldmbruno
      @tldmbruno หลายเดือนก่อน +5

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

    • @RaonakDM
      @RaonakDM หลายเดือนก่อน

      @@RenadoMalo They could easily be a enemy that is meant to be hard to kill. Like the crystal lizards from demon souls who drop rare items.

  • @adeladam2325
    @adeladam2325 หลายเดือนก่อน +3

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

  • @FlamerOHR
    @FlamerOHR หลายเดือนก่อน +2

    Love this, I like the idea of intent to switch to retreat and opens up for other intents like feint or strafe to one side or the other

  • @a.mikecampbell
    @a.mikecampbell หลายเดือนก่อน +2

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

  • @saparapatepete
    @saparapatepete หลายเดือนก่อน +1

    With that system you can play with different fighting styles. Some sneaky enemies might rely on ambushes or hit and run tactics, some ranged foes might want to keep the distance or mix up close combat and ranged projectiles. Also you can play a lot with enemies that complement each other, like a tough melee enemy teaming up with a ranged one, or have one that use support abilities on other enemies like healing or protection

  • @MhxAir
    @MhxAir หลายเดือนก่อน +1

    You could give enemies dodging and strafing, or orbiting around you, to mix up them just going directly towards you. When they retreat, if they have a ranged attack, they should be more likely to use it, or charge up an attack.

  • @TSHolden
    @TSHolden หลายเดือนก่อน +1

    I see a few other folks have already suggested it, so just tossing my +1 to the idea of flanking, especially for enemies that come in groups. There's also some fun potential emergent behaviors when the enemies have logic about moving relative to each other. Flocking behaviors can be super interesting, even when dealing with relatively small numbers.

  • @moonloopLeo
    @moonloopLeo หลายเดือนก่อน +4

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

  • @gabrielfelipe820
    @gabrielfelipe820 หลายเดือนก่อน +7

    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

  • @flaviogomes
    @flaviogomes หลายเดือนก่อน +2

    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

  • @Novastar.SaberCombat
    @Novastar.SaberCombat หลายเดือนก่อน +1

    RNG is important. Always.

  • @BazSupport
    @BazSupport หลายเดือนก่อน +1

    Intentions! Dang, what a good name for that kind of thing. We use state charts for our enemies so while I have some class funcs that can be shared among the enemies a lot of the behavior is custom to the enemy. It is a mess like you say, but for games I haven't had too much issue breaking the 'make everything modular' rule for enemies. I am however always looking for good naming conventions though, so this was very useful video!

  • @deneiro
    @deneiro หลายเดือนก่อน +6

    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 หลายเดือนก่อน +2

      I guess you could say…
      You Löve it?

    • @vystema
      @vystema หลายเดือนก่อน

      @@gavinfriel2308
      I Löve it 2 much

  • @andrewdrost6786
    @andrewdrost6786 หลายเดือนก่อน +6

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

  • @charischick
    @charischick หลายเดือนก่อน +2

    Love these videos and the progress on the game, the mario transition was awesome too lol. Im personally interested in how you sound design for your game and would love a video on the topic!

  • @Crits-Crafts
    @Crits-Crafts หลายเดือนก่อน +5

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

  • @adithyarajesh6750
    @adithyarajesh6750 หลายเดือนก่อน +1

    I suggest adding shocwaves when the crocodile boss does a long jump

  • @francescobonaiuti6987
    @francescobonaiuti6987 หลายเดือนก่อน +9

    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

    • @frgblost
      @frgblost หลายเดือนก่อน

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

  • @DRDRE1100
    @DRDRE1100 หลายเดือนก่อน +1

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

  • @VengefulSpectre
    @VengefulSpectre หลายเดือนก่อน +2

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

  • @TylerRhoads-c7b
    @TylerRhoads-c7b หลายเดือนก่อน +1

    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

  • @kamm3021
    @kamm3021 หลายเดือนก่อน +5

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

  • @ironencepersonal9634
    @ironencepersonal9634 หลายเดือนก่อน +1

    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.

  • @rocky_kitten
    @rocky_kitten หลายเดือนก่อน +2

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

  • @Pyroqua-cool
    @Pyroqua-cool หลายเดือนก่อน +2

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

  • @RatsbyDev
    @RatsbyDev หลายเดือนก่อน +1

    So excited to play it when it comes out!

  • @simmydimmy
    @simmydimmy หลายเดือนก่อน +1

    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

  • @TheSkelly
    @TheSkelly หลายเดือนก่อน +1

    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?

  • @just_v3rd4nt
    @just_v3rd4nt หลายเดือนก่อน +2

    ECHOES OF WISDOM OST 🔥🔥

  • @SebastianGraves
    @SebastianGraves หลายเดือนก่อน +1

    that paper mario music transition was great lol.

  • @NeZversSounds
    @NeZversSounds หลายเดือนก่อน +1

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

  • @KiwiJuiceee
    @KiwiJuiceee หลายเดือนก่อน +1

    Here before full game

  • @SMD4COOKIES
    @SMD4COOKIES หลายเดือนก่อน +3

    Like the game a lot. Is it possible to increase the color contrast to make the colors pop more?

    • @Challacade
      @Challacade  หลายเดือนก่อน +1

      Good feedback, thanks!

  • @Nuffaum1
    @Nuffaum1 หลายเดือนก่อน +1

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

  • @mz_eth
    @mz_eth หลายเดือนก่อน +1

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

  • @nocrega
    @nocrega หลายเดือนก่อน +2

    Hey! I tried your demo and its reallly cool, but theres still things you could improve. For example, if theres a weapon on the floor and you stand over it it looks really odd, and the platforms in the sky part could use a bigger surface

    • @Challacade
      @Challacade  หลายเดือนก่อน +1

      Good feedback, thanks!

    • @nocrega
      @nocrega หลายเดือนก่อน

      @@Challacade cheers mate, you're doing an amazing job

  • @-DeeKay-
    @-DeeKay- หลายเดือนก่อน

    Wow... I just saw a short video of your game by chance and was immediately hooked. Subscription is out, the game is now on my wish list. Your videos are so informative and interesting!

  • @loathablel6353
    @loathablel6353 หลายเดือนก่อน +1

    damn, your game looks fun :D

  • @TopLineQuality
    @TopLineQuality หลายเดือนก่อน +1

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

  • @S4MI_ISART
    @S4MI_ISART หลายเดือนก่อน +1

    CHALLI CADE!!

  • @DrewRoshambo
    @DrewRoshambo หลายเดือนก่อน +1

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

  • @fading-sun-studios
    @fading-sun-studios หลายเดือนก่อน +1

    this slowly becoming a souls like zelda :c

  • @Skeffles
    @Skeffles หลายเดือนก่อน

    Amazing work on the enemies! They look awesome.

  • @C930n
    @C930n หลายเดือนก่อน

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

  • @the-rudolph
    @the-rudolph หลายเดือนก่อน +1

    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

  • @rmdcompositions
    @rmdcompositions หลายเดือนก่อน

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

  • @Medlirbeat
    @Medlirbeat หลายเดือนก่อน

    Omg the combat is so clean and visualy satisfactory, are you awesome😮❤

  • @guilhermenatale2
    @guilhermenatale2 หลายเดือนก่อน

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

  • @absence9443
    @absence9443 หลายเดือนก่อน +1

    much better!

  • @chronolecte4388
    @chronolecte4388 หลายเดือนก่อน +1

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

  • @Supreme-Nexus
    @Supreme-Nexus 15 วันที่ผ่านมา +1

    Wish there was an combat boss that also use sword

  • @LoggyTheLog
    @LoggyTheLog หลายเดือนก่อน +4

    YEEEESSSSSS NEW VID

  • @evildojo666
    @evildojo666 หลายเดือนก่อน

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

  • @ericclark2330
    @ericclark2330 หลายเดือนก่อน +2

    New video. Marketing!

  • @ricard112
    @ricard112 หลายเดือนก่อน

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

  • @jeffersonsantos8405
    @jeffersonsantos8405 หลายเดือนก่อน

    Really cool work man!

  • @kleaver1
    @kleaver1 หลายเดือนก่อน

    Love your videos and this game. Tomorrow I'll download it

  • @echo_the_developer
    @echo_the_developer หลายเดือนก่อน +3

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

  • @neferkar112
    @neferkar112 หลายเดือนก่อน +1

    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?

  • @FireCat12012
    @FireCat12012 หลายเดือนก่อน

    Nice work man!

  • @CoffeUp
    @CoffeUp หลายเดือนก่อน

    keep up the good work buddy

  • @onlyonerealbirne6079
    @onlyonerealbirne6079 หลายเดือนก่อน +2

    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

  • @V.e.x.x
    @V.e.x.x หลายเดือนก่อน +1

    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 🫡

  • @FillMakesGames
    @FillMakesGames หลายเดือนก่อน

    Thanks for sharing! Keep it up!

  • @KiwiJuiceee
    @KiwiJuiceee หลายเดือนก่อน +1

    I think you should add enemy health bars back and make it so you could turn it off and on in settings. Thanks

  • @MandiiMandarynka
    @MandiiMandarynka หลายเดือนก่อน +21

    I like trains

  • @iangonzales6417
    @iangonzales6417 หลายเดือนก่อน

    I wanted to say if you have an existing "Poise" flag mayhaps you could make it a boss resource that the player can deplete to stun enemies.

  • @cobra_kaitop_scenes2137
    @cobra_kaitop_scenes2137 หลายเดือนก่อน +1

    Kyle could u make video of how to use polygon collision tool in tiled? I don't understand how to import it on my love2d game

  • @sventomasek
    @sventomasek หลายเดือนก่อน +2

    papir mario :D

  • @AllFather7274
    @AllFather7274 หลายเดือนก่อน +3

    nice

  • @antoineschatt8240
    @antoineschatt8240 หลายเดือนก่อน

    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

  • @professorlamp
    @professorlamp หลายเดือนก่อน +2

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

  • @daiyousei.1586
    @daiyousei.1586 หลายเดือนก่อน

    So, basically you recreated Minecraft's GoalSelector system

  • @MonkeyManiac
    @MonkeyManiac หลายเดือนก่อน

    Ay new I can't wait to play this game.

  • @Microplay-Interactive
    @Microplay-Interactive หลายเดือนก่อน

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

  • @Druid_Ignacy
    @Druid_Ignacy หลายเดือนก่อน +1

    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  หลายเดือนก่อน +1

      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

  • @Chad-ug5mb
    @Chad-ug5mb หลายเดือนก่อน +1

    3:13 lmao, how powerful is Gamemaker?

    • @WolvesbaneNetwork
      @WolvesbaneNetwork 18 วันที่ผ่านมา

      1. It's lua not game maker,
      2. Game maker can easily handle hundreds of scripted objects at a time as well.

  • @gogjo_man9386
    @gogjo_man9386 หลายเดือนก่อน

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

  • @hrgaming6882
    @hrgaming6882 หลายเดือนก่อน +1

    Please add multiplayer lan and online this will be fun to play with friends

  • @joshmelafferty
    @joshmelafferty หลายเดือนก่อน +1

    Is there a way to make them jump away when you start attacking?

  • @ChickenPiez0
    @ChickenPiez0 หลายเดือนก่อน +1

    I LÖVE the game bro

  • @legodudd
    @legodudd หลายเดือนก่อน

    idk if it has been asked before but im new to your channel and i was wondering what program you use for your pixel art?

  • @erensolmaz2435
    @erensolmaz2435 21 วันที่ผ่านมา +1

    love the game. i want to say in tutorial or the start that says use space for dogging spikes from ground if i die from spikes i get game over scene and but the spike still gets triggered by my dead body

    • @erensolmaz2435
      @erensolmaz2435 21 วันที่ผ่านมา

      is here okey to give info about games

    • @erensolmaz2435
      @erensolmaz2435 21 วันที่ผ่านมา

      if i go water with torch it get outs. and with that( looks like a stick) if i go to save game plant(sunflower) it gives me view but it still looks just stick not the torch looking

    • @erensolmaz2435
      @erensolmaz2435 21 วันที่ผ่านมา

      game is soo good even it is demo

    • @erensolmaz2435
      @erensolmaz2435 21 วันที่ผ่านมา

      it looks so good in wallpaper .this pixel icon love that

  • @Virusidk
    @Virusidk 22 วันที่ผ่านมา

    Hey fellow LÖVE dev 👋

  • @oh-facts
    @oh-facts หลายเดือนก่อน

    its so cool that this is your own engine. How do you do physics?

  • @souptaels
    @souptaels หลายเดือนก่อน

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

  • @NerdCode123
    @NerdCode123 หลายเดือนก่อน

    Have you added a pirate ship dungeon yet? I'm adding one to a game I'm working on.

  • @prantoislam5529
    @prantoislam5529 หลายเดือนก่อน

    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 :)

  • @Tronex2009
    @Tronex2009 หลายเดือนก่อน

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

  • @JuhoSprite
    @JuhoSprite หลายเดือนก่อน

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

  • @antoineschatt8240
    @antoineschatt8240 หลายเดือนก่อน

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

  • @PySnek
    @PySnek 27 วันที่ผ่านมา

    Are you ever going to do a tutorial on love2d and multiplayer? Maybe using lua-enet? That's basically the last part that's still missing for game development.

    • @PySnek
      @PySnek 27 วันที่ผ่านมา

      I'm using ChatGPT at the moment for this but your videos are made in such great quality and I therfore feel like I'm missing a ton of important details about networking.