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August 10, 2020, 06:52:27 AM

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TIGSource ForumsDeveloperPlaytestingFintail Gladiator - Need feedback on AI opponents
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Mr. JBRPG
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« on: June 23, 2020, 02:25:30 PM »

Hello there. I am a software engineer with a strong passion for game development. I am developing a small game prototype that stems from me enjoying Joust, a Williams arcade classic, as well as using fish as the theme.

The current core gameplay loop is aiming for the highest score. To earn points, attack your opponents with your tail. Do not let your opponent's tail hit you. You can play up to 2 player simultaneous. You can also tweak settings under "Options" for life stock, score extend, and friendly fire (2 players).

The game is played with the USB gamepad. Move the fish with the thumbstick / joystick. Under main menu, press the A / Action 1 button to select and move up and down to check out different options.

You can download the game on any PC platform from the page below:
https://mrjbrpg.itch.io/fish-tail-vs-urchins-prototype

[7/11/2020]
I am now looking for feedback on the AI opponents because I implemented them recently.
Latest devlog gives more detail on the AI:
https://mrjbrpg.itch.io/fish-tail-vs-urchins-prototype/devlog/161202/fintail-gladiator-prototype-update-new-ai-opponents


[6/23/2020]

The prototype is ready for download on all PC platforms (Windows, Mac, and Linux)
https://mrjbrpg.itch.io/fish-tail-vs-urchins-prototype/devlog/156807/opponent-fish-ai-implemented




There are two game modes in the demo: Opponent Demo (with opponent fish) and Urchin Demo (with spiky urchins)

Anyways, I want to focus on a particular aspect of the game: Opponent Fish AI

The current build has a A* pathfinding on a grid with basic behaviors of seek and flee, which is workable but sometimes act wonky. I eventually want to make subclasses of different opponent fish AI types to create more interesting behavior, including the all superior "Attract Mode Player".

I have a few goals in mind with the Opponent Fish AI:

CategoryIntent

Pathfinding AlgorithmCurrently implements A* path-finding with a grid. Always updates in realtime to force opponents to always seek the closest player and then flips to temporarily flee when close. If no players are around, they are supposed to wander. However, needs more refinement to account for physics and virtual joystick movement. Additionally, I want to eventually expand movement behavior of the opponent fish AI for flexibility, such as local avoidance.

2D PhysicsI decided to stick with Unity's default physics because it suits a more chaotic gameplay that requires delicate and deliberate movement to survive. I want to integrate velocity to take account into the path-finding algorithm, but does not have it yet.

Virtual ControllerSince the game only uses the joystick, the virtual joystick influences the opponent's movement. The current implementation has virtual controller influenced by the path-finder alone. I eventually want the virtual controller to be more dynamic to allow custom behaviors like spinning around and not moving the controller to allow velocity and slow drag to do the movement. I also want to eventually implement simulated "controller input lag" as it can be a big deal to hardcore arcade lovers sometimes.


Anyways, feel free to give as much constructive feedback as possible.

I would be more than happy to receive suggestions to improve the game so that it can be more ready.
« Last Edit: July 11, 2020, 02:47:54 PM by Mr. JBRPG » Logged

Developer behind Fintail Gladiator. Try the prototype and leave feedback: https://tinyurl.com/y8xgmah7
jbarrios
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« Reply #1 on: June 27, 2020, 08:02:30 PM »

Hi,

I tried to play your game.  I downloaded the Windows version.  When I opened the exe I got the error "Could not find the UnityPlayer.dll"
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Mr. JBRPG
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« Reply #2 on: June 28, 2020, 11:48:28 AM »

Hi,

I tried to play your game.  I downloaded the Windows version.  When I opened the exe I got the error "Could not find the UnityPlayer.dll"

Oh yes... I have updated the download files and should have them ready.

The build process is easy on Mac OSX, but less straightforward to both Windows and Linux. both Windows and Linux must have the data, the ddl, and the program file be zipped up before uploading the build anywhere.

I develop Unity through Mac OSX.

Go ahead back to the page and you should see the updated downloads for Windows and Linux.
https://mrjbrpg.itch.io/fish-tail-vs-urchins-prototype
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Developer behind Fintail Gladiator. Try the prototype and leave feedback: https://tinyurl.com/y8xgmah7
jbarrios
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« Reply #3 on: July 07, 2020, 06:57:55 AM »

Hi Mr JBRPG,

I played your game and recorded my thoughts:



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Mr. JBRPG
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« Reply #4 on: July 11, 2020, 02:43:51 PM »

I have finally implemented new Opponent AI types and I like to get feedback in regards to the AI behavior for the game prototype.

I have created a dev log to accompany that update:
https://mrjbrpg.itch.io/fish-tail-vs-urchins-prototype/devlog/161202/fintail-gladiator-prototype-update-new-ai-opponents
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Developer behind Fintail Gladiator. Try the prototype and leave feedback: https://tinyurl.com/y8xgmah7
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