The Trick I Used to Make Combat Fun! | Devlog

2024 ж. 17 Мам.
1 580 912 Рет қаралды

Combat keeps the player engaged as they explore my game, so I improved how the enemy interacts with the player and their environment. This tweak made combat so fun that a tester spent over an hour repeatedly fighting a handful of enemies. At this point I knew I had an engaging combat system!
Howdy, and welcome to the 12th indie game devlog for Zoe and the Cursed Dreamer. A 2D Pixel Art Open World RPG made with the Godot Engine where you will explore an immersive world, meet lovable characters, and decorate your home!
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Music: opengameart.org/content/4-chi...
The article that inspired this:
www.gameaipro.com/GameAIPro2/G...

Пікірлер
  • NOTE: I'm not using this as a replacement for path finding. The purpose of this is to control how the AI behaves in its local environment. ie avoid clumping together, strafe the player, flee from the player but don't get stuck on walls. NOT get from point a to point b. The fact that it can avoid simple obstacles is an emergent behavior that came about naturally from this system, but not the primary way of avoiding them. Without proper path finding, the ai will get stuck if there is a wall between it and its target. However, you can combine this with a pathfinder, if you have it seek along the path instead of directly at its target. :) Follow the project on Kickstarter to get notified when it launches: www.kickstarter.com/projects/gameendeavor/zatcd

    @GameEndeavor@GameEndeavor3 жыл бұрын
    • Hey man! I see that this video blew up congrats! When can I expect the next epesoide?

      @nlaps@nlaps3 жыл бұрын
    • @@nlaps Hopefully soon. I've been focusing all of my attention on the demo that's expected to release in a couple of weeks. Once things get back to normal though I plan to start uploading again. :)

      @GameEndeavor@GameEndeavor3 жыл бұрын
    • I love it

      @kwamenaplays5899@kwamenaplays58993 жыл бұрын
    • When you apply the shaping function, what serves as the normal? Normalized velocity vector?

      @inik4us@inik4us3 жыл бұрын
    • How I want to understand you, but I don't know English)

      @Soul.game.@Soul.game.3 жыл бұрын
  • Maybe keep the "gets stuck in a corner" pattern for some enemies and give them a "panic" modifier to their appearance. Stupid behaviour in stressful situations is not unrealistic.

    @grrr_lef@grrr_lef3 жыл бұрын
    • Someone had suggested something similar in my Discord recently. I will likely implement something like that at some point.

      @GameEndeavor@GameEndeavor3 жыл бұрын
    • @@GameEndeavor or have them ignore the weights when stuck like that and have a "flight" response.

      @Ghorda9@Ghorda93 жыл бұрын
    • @@GameEndeavor A cowering animation when they get cornered would add a lot of personality to an enemy type, it could also be good for a gimmicky enemy type that you need to back them up into lava to remove their armor, for example.

      @Zadamanim@Zadamanim3 жыл бұрын
    • Agreed. Could be a lot of fun. :) I have a note for it.

      @GameEndeavor@GameEndeavor3 жыл бұрын
    • Seriously XD that littleguy that got stuck looked like it would panic if cornered

      @LeGiiTxKiDDs@LeGiiTxKiDDs3 жыл бұрын
  • I have literally no idea what you're talking about, and I still love it

    @acutedog9189@acutedog91893 жыл бұрын
    • lol, been getting that a lot. I had hoped to get it across better, but so long as y'all are enjoying it. xD

      @GameEndeavor@GameEndeavor3 жыл бұрын
    • Same here.

      @aweguy3171@aweguy31713 жыл бұрын
    • ​@@GameEndeavor​This is such a great idea! I've been trying to figure out a good way to do this for a while and the weighting system is so elegant and open to "artistic customization." I would definitely buy this if you made it a Unity asset. I bet the weights could also be trained by an AI too.

      @andrewknauss6106@andrewknauss61063 жыл бұрын
    • Video Translation: skelity

      @CourtFool@CourtFool3 жыл бұрын
    • Hello everyone, I am new here!

      @skenda@skenda3 жыл бұрын
  • I've been tricked into learning math

    @vittosito381@vittosito3813 жыл бұрын
  • Imagine this situation: Enemies start to fight each others. "Awesome!" Enemies start powering up as they kill each others "Oh no!"

    @Mewseeker@Mewseeker3 жыл бұрын
    • lol, an enemy leveling system? That'd be funny. xD

      @GameEndeavor@GameEndeavor3 жыл бұрын
    • @@GameEndeavor Or just a buff system. Just something to encourage players being a bit more active. :P

      @Mewseeker@Mewseeker3 жыл бұрын
    • @@GameEndeavor Funny perhaps, but that could actually be great. Definitely could encourage players to be more active. Just then need to be sure the enemies don't spawn in way too early and have ages to fight and level up before you ever see them.

      @reaganharder1480@reaganharder14803 жыл бұрын
    • ever heard of the abyss watchers?

      @lIIelIl@lIIelIl3 жыл бұрын
    • Or goliaths from borderlands, though you had to shoot there helmet off first anyway, then kinda feed it weaker enemies as it chased you around untill you felt like killing it

      @patrickrocheleau8185@patrickrocheleau81853 жыл бұрын
  • That’s a pretty complex AI system, glad it works!

    @mondobe@mondobe3 жыл бұрын
    • Thanks. :) It's a major improvement for sure.

      @GameEndeavor@GameEndeavor3 жыл бұрын
    • Looks like more advanced than that one from cyberpunk ;p

      @tralavala9808@tralavala98083 жыл бұрын
    • You call this complex!? You haven't seen true AI then. Lol...

      @techtiger2558@techtiger25583 жыл бұрын
    • @@techtiger2558 Actually, I use traditional artificial intelligence regularly, as you probably do as well, and while that is impressive in its own right, it’s still pretty tough to hard-code an AI like this and implement it into a game smoothly.

      @mondobe@mondobe3 жыл бұрын
    • @@techtiger2558 I've been telling people that it's a lot easier than they would think. I didn't hammer on it here though because I didn't want to come across as insufferable, but thanks for stepping up.

      @GameEndeavor@GameEndeavor3 жыл бұрын
  • 7:21 holy smokes that is awesome haha

    @uheartbeast@uheartbeast3 жыл бұрын
    • Thank you! I'm stoked for this. I've been racking my head trying to figure out how to do the pet system and party members. Now I know I can and make it awesome! :D

      @GameEndeavor@GameEndeavor3 жыл бұрын
  • 2:45 "subliminally clicking blue thumbs" is pretty clever

    @NilesBlackX@NilesBlackX3 жыл бұрын
    • I can be a KZheadr sometimes. xD

      @GameEndeavor@GameEndeavor3 жыл бұрын
    • I would have forgot to click

      @LeGiiTxKiDDs@LeGiiTxKiDDs3 жыл бұрын
    • holy fuck I didn't notice that he said that at all, it was literally subliminal

      @charliefranklin8523@charliefranklin85233 жыл бұрын
    • @@charliefranklin8523 oof, I didn't expect it to actually be subliminal. ._.

      @GameEndeavor@GameEndeavor3 жыл бұрын
    • I caught that, read your comment, and then mindlessly clicked the blue thumb.

      @JasonWelch@JasonWelch3 жыл бұрын
  • "I spent an hour fighting skeletons" oh man... I remember those days. You implement something and enjoy it so much just to see it working. It's also why I've logged more hours in my own game on Steam than any other game I own.

    @Saturn2888@Saturn28883 жыл бұрын
    • Not me, a tester. Which imo is so much better, lol. Means someone other than myself loved the combat. That's when I knew I had something. :)

      @GameEndeavor@GameEndeavor3 жыл бұрын
    • @@GameEndeavor I definitely had fans put way more hour in the game than I did. Hired one even to make official content!

      @Saturn2888@Saturn28883 жыл бұрын
    • Haha, I have a small puzzle-roguelike under development, but I have still just the structure of the engine, not even player movement. But when I added animations to doors I couldn't stop clicking them happily open and closed again😂

      @joelkronqvist6089@joelkronqvist60893 жыл бұрын
    • Saturn2888 What is the name of your game?

      @ahmettcavus@ahmettcavus3 жыл бұрын
    • dude facts I have so much time logged in my own games

      @channelnamegoeshere4707@channelnamegoeshere47072 жыл бұрын
  • Holy crap those enemy battles look amazing. I'd love to stumble across some enemies fighting randomly and help out a side!

    @RugbugRedfern@RugbugRedfern3 жыл бұрын
    • That is exactly the intent of that mechanic. The necromancer's skelly army affects more than just the player. :)

      @GameEndeavor@GameEndeavor3 жыл бұрын
    • Imagine wandering to a forest, seeing a bunch of skellies wandering about and suddenly, bam! 3-4 panthers jumping out of the shadows for a quick treat.

      @Volvary@Volvary3 жыл бұрын
    • @@GameEndeavor Maybe also make friendly fire on for enemies default? In Minecraft, let’s say a zombie chasing you is in front of a skeleton. That skeleton is gonna aim for you, but if the zombies in the way it’ll actually hit it and the zombie will start attacking back. Dunno if you’ll make that a feature, but have at it. I’d also recommend that if a enemy is fighting against another group with no allies, it’ll start running away.

      @ninjireal@ninjireal3 жыл бұрын
    • @@ninjireal I'll consider it because it is fun and useful in Minecraft, but I'm not sure I want to take that route. I plan to have you engage with more enemies at one time than Minecraft, and the enemies have broader attacks. So it would be more difficult to pull off for me. In minecraft you can start a whole battle by just being near a handful of enemies, where that will be the normal for Zoe and the Cursed Dreamer.

      @GameEndeavor@GameEndeavor3 жыл бұрын
    • @@GameEndeavor What if you could be attacked by two factions that are neutral to each other (skelly and spiders for this example?) so a member of the same faction wouldn't trigger friendly fire, but hitting entities of a different faction could trigger in-fighting Example: You are in a forest, skeletons and spiders are neutral to each other. they both attack you. skeleton shoot at other skeletons and they don't react. Skeleton shoot a spider. this makes the spider angry at the skeleton and they start fighting each others, while still trying to get you

      @archerman6822@archerman68223 жыл бұрын
  • One thing that could make the Enemies look more convincing in their environment, is that they could probably have a “environment interaction animation” such as the seed enemies eating the grass, playing around. Or the skeletons looking around suspiciously, or their arms fall of and they grab it back. Something that adds flavor to them and would make the ambience feel more natural and lived in.

    @danteleonel9047@danteleonel90473 жыл бұрын
    • Indeed. I'd love to do fun little things like that once I get to the polish phase. I love the skellies arms falling off idea, lol.

      @GameEndeavor@GameEndeavor3 жыл бұрын
    • @@GameEndeavor When a skelly's arm falls off, that's the best moment to get out of ambush and attack?

      @y.z.6517@y.z.65173 жыл бұрын
    • lol, maybe. Would have to test if that would encourage waiting. However it would be hilarious if you spooked it and it took off running because it couldn't defend itself. Maybe trying to get back to its arm while avoiding the player.

      @GameEndeavor@GameEndeavor3 жыл бұрын
    • @@GameEndeavor Skelly's Arm can be a kind of trophy, but that attracts skellies' night assault.

      @y.z.6517@y.z.65173 жыл бұрын
    • @@GameEndeavor Skellies use their arms like gloves. They only take arms off, when they are at home and comfortable. That means only 1 will put off his arm, when at least 5 of them are together. That would discourage waiting.

      @y.z.6517@y.z.65173 жыл бұрын
  • I remember vividly a full-scale battle between sentient hostile creatures in the first zone of Van Helsing I, redcoats against werewolves. It stuck with me ever since. It's unexpected and makes you feel less destined and more like a piece on a larger board. I recommend you play with that discovery!

    @alexnoman1498@alexnoman14983 жыл бұрын
    • Oh that's really nice. I have something like that planned actually. I don't know if it's that interesting, but you have inspired me to play more into that, so thank you. :)

      @GameEndeavor@GameEndeavor3 жыл бұрын
    • is that the incredible adventures of van helsing?

      @Micolash_is_behind_you@Micolash_is_behind_you3 жыл бұрын
    • Reminds me of that battle between demi-humans and soldiers of Godrick in Elden Ring.

      @alix6xgorg839@alix6xgorg8394 ай бұрын
  • I could see this AI being very scary when combined with a speedy enemy that wants to zoom around the player to disorient them before engaging

    @platinum9825@platinum98253 жыл бұрын
    • I have exactly that planned. :D Among some other enemies that could make use of it.

      @GameEndeavor@GameEndeavor3 жыл бұрын
    • @@GameEndeavor ooo can't wait to see it

      @platinum9825@platinum98253 жыл бұрын
    • This was such a cool video!! Thank you so much can't wait to see more I've already subscribed!!

      @TheApeironCreations@TheApeironCreations3 жыл бұрын
    • Thank you for watching!

      @GameEndeavor@GameEndeavor3 жыл бұрын
    • @@GameEndeavor enemies with swinging weapons or circular aoe's!!!

      @nickb220@nickb2203 жыл бұрын
  • This AI looks smooth AF. I tried to make something like this a while ago and failed miserably. But I'm feeling inspired to try again now.

    @bagandtag4391@bagandtag43913 жыл бұрын
    • You should, it's a lot of fun. :) This here is the culmination of about two years of attempts for me. Periodically I'll try and improve on my previous attempts and this was my latest effort.

      @GameEndeavor@GameEndeavor3 жыл бұрын
    • Hello. I am 19 and I wanna start this Game Development stuff.. I know python. Should I just write whole thing using pygame or learn some another Language/Platorm ?? Please Help. 🥺

      @romilgoel4191@romilgoel41913 жыл бұрын
    • I've never used pygame so I can't say. Try it and see what you think. :) So long as it works and you understand it. That's the important bit starting out.

      @GameEndeavor@GameEndeavor3 жыл бұрын
    • @@GameEndeavor wow.. thanks for replying. What platform/language are most recommended ? Which one do you use ? 😗

      @romilgoel4191@romilgoel41913 жыл бұрын
    • @@romilgoel4191 Everyone has their own recommended, so it depends on the person. I use Godot, which you may like as its language is based on python, and imo it's one of the more beginner friendly engines I've used. Yet very powerful once you master it.

      @GameEndeavor@GameEndeavor3 жыл бұрын
  • The mathematics pays off in the end. This looks good

    @marksmod@marksmod3 жыл бұрын
    • Math was my favorite subject, so indeed. :)

      @GameEndeavor@GameEndeavor3 жыл бұрын
  • That skelly newton's cradle at the beginning was hilarious.

    @actually_a_sign3954@actually_a_sign39543 жыл бұрын
    • You are the first person to even remark on it. Here I was thinking nobody picked up on my favorite part of the video, lmao.

      @GameEndeavor@GameEndeavor3 жыл бұрын
  • Would be cool to have a wolf type enemy that only attacks when they are multiple, and circles the player like real wolves would. The wolves will be much more likely to attack the back of the player, meanwhile other wolves will feign attacks and cancel them. Only one wolf attacks at any one time, but many wolves can feign attacks. Any wolf that is chased by the player would escape and return to circling

    @Exsulator2@Exsulator23 жыл бұрын
    • As realistic and interesting it sounds, it may be annoying to deal with attack fakes and run aways horde of wolves again and again, unless they are extremely rare

      @dota-ed4638@dota-ed46383 жыл бұрын
    • @@dota-ed4638 I think the way to deal with the wolves is to recognise which wolves starts an attack animation and kill it. Which means patience and observing. If the player tries to attack a faking wolf, that wolf simply jumps back. I think it should be a little rare, but I don't think it needs to be annoying. It should be fairly easy to use your eyes and see that the actual attacking wolf does something differently, and attacking it will result in a kill or a hit at least. Perhaps the player doesn't need to deal with all the wolves either, perhaps killing half or even just one is enough to make them run off

      @Exsulator2@Exsulator23 жыл бұрын
    • @@Exsulator2 Yes, now that you have explained it a bit, it seems that idea itself is good, what I was worried about was not idea itself but execution, well balanced and modified execution is necessary to implement it in a game.

      @dota-ed4638@dota-ed46383 жыл бұрын
    • Dragon's Dogma did something similar to this. Wolves were interesting to fight but sometimes annoying, though I think that was mostly due to the large number of them. Though having them run off feels unsatisfying. We humans hate for something to go unfinished and I know that would irritate me to no end. It does in other games that do something similar.

      @GameEndeavor@GameEndeavor3 жыл бұрын
    • @@GameEndeavor I agree it can be annoying, but it's also immersive. When an NPC or a monster leaves your sight, it feels like they have a life of their own.

      @Exsulator2@Exsulator23 жыл бұрын
  • 7:50 hey look that's me

    @pholidia8175@pholidia81753 жыл бұрын
    • Hi

      @elidelid@elidelid3 жыл бұрын
  • YEEESSSSSSS NEW GAME ENDEAVOR DEVLOG This combat looks SO good. Thank you so much for sharing your progress, all these devlogs are super insightful!

    @ludosgd@ludosgd3 жыл бұрын
    • Thanks for watching them, Ludos! I'm in love with the combat, lol. I didn't expect it to turn out this fun.

      @GameEndeavor@GameEndeavor3 жыл бұрын
    • @@GameEndeavor Can't wait to try it out! :D

      @ludosgd@ludosgd3 жыл бұрын
  • Vectors are so useful for giving entities a sense of intelligence and you demonstrate this so well and your results are so natural and fun to watch. You use vectors like an artists uses to paint to make something come alive. Love it all!

    @javgroman@javgroman2 жыл бұрын
  • enemy movement: during normal development: this video during game jams: yes

    @taylor3381@taylor3381 Жыл бұрын
  • I know it's early in the game, but you might consider some alternate art. Giving the enemies "random" characteristics like a hat or club instead of sword adds a lot to combat. You can't remember who you already damaged if they all look identical.

    @happytoaster1@happytoaster13 жыл бұрын
  • It was surprisingly refreshing to see you explain the math of the functions in such a straightforward and useful manner. This kind of logic seems as though it would be incredibly useful in a wide variety of games. Thank you.

    @iLikeCoffee777@iLikeCoffee7773 жыл бұрын
  • Wow. I recently started with my gamedev journey and boy am I both overwhelmed and inspired. Great work and I'm looking forward to playing your game!

    @pinkskin1998@pinkskin19982 жыл бұрын
  • This was an incredible breakdown of your enemy AI. You explained the process extremely well. Awesome stuff!

    @ThePixelExpedition@ThePixelExpedition3 жыл бұрын
    • Thank you! I tried to keep it comprehensive but not overwhelming. Glad to know I got the idea across. :)

      @GameEndeavor@GameEndeavor3 жыл бұрын
  • Been looking at this a couple time, but this was the moment I decided to subscribe. That enemy movement really looks immersive!

    @hakonmarcus@hakonmarcus3 жыл бұрын
    • Thank you! It's certainly a lot of fun. I was beyond ecstatic with these last improvements. Thanks for subscribing!

      @GameEndeavor@GameEndeavor3 жыл бұрын
  • I’m glad this video popped up in my recommended. Your commentary is very charming and explains some of the more complex mechanics efficiently. I hope your channel and your game become more popular!

    @SuperCaptainFail@SuperCaptainFail3 жыл бұрын
  • I've been watching this video at least four or five times, this is gold! Thank you for sharing it and good luck with your development

    @iraddev6725@iraddev67252 жыл бұрын
  • This all seems really cool. And it's also really putting into perspective the difference between game design by Google troubleshoot VS actually knowing how to program hahaha. One cool thing I'd probably add is some chance for the enemies to take a fast attack at you if they are at your back, exposed, and you're facing another enemy. Like a sort of backstab manuever that serves as a punishment for getting surrounded.

    @MeemBeen@MeemBeen3 жыл бұрын
    • lol, the experience does help a lot. xD I don't want to discourage being surrounded. imo combat is a lot of fun when you are surrounded and having to change your target to the biggest threat. But I'll play around with that idea. :)

      @GameEndeavor@GameEndeavor3 жыл бұрын
  • This is one of the coolest 2D combat AIs I've ever seen. Looks amazing when they fight each other. And it seems pretty simple as well. You should definitely implement a spell which will make an enemy attack other enemies (mind control). I think it would fit extremely well with the AI. Saved the video for future references. I might implement something similar.

    @TheGangstaMofo@TheGangstaMofo3 жыл бұрын
    • Thank you. I've already added such a spell! :D I mean, it needs so ironing out, but yeah. Also added a necromancer spell to summon your own skelly. It's pretty nice.

      @GameEndeavor@GameEndeavor3 жыл бұрын
    • @@GameEndeavor That's amazing!

      @nlaps@nlaps3 жыл бұрын
    • I expect the next devlog to be about it. :D

      @GameEndeavor@GameEndeavor3 жыл бұрын
  • This is amazing. Please go back in time, get hired by every AAA game company, and work on every game I currently play?

    @dendon3384@dendon3384 Жыл бұрын
  • Hi there. I jus tbinged through your dev logs and this is truly an instant sub. The game so far feels adorable and yet adventurous the artstyle makes me smile and it's genuinely interesting to watch you create it. Great job so far.

    @alexs5814@alexs58143 жыл бұрын
  • That is a really cool movement system you came up with. It is amazing how even just a small collection of simple rules playing out can lead to such emergent complexity.

    @McConnellMatthew@McConnellMatthew3 жыл бұрын
    • Absolutely. That's what fascinates me so much with boids, especially the more complex behaviors. I would like to use some of those in this game, like following the leader. You can imagine a skelly boss that roams around the map with a group of skellies following behind him. Or just skellies forming groups in general and moving together.

      @GameEndeavor@GameEndeavor3 жыл бұрын
  • Good news: I found your channel and I enjoy it! Bad news: I watched all your videos in one sitting and now I have no content to watch

    @Dolphin002@Dolphin0023 жыл бұрын
    • lol, I'm working on a video now that I hope to push out soon. :) Thanks for watching! :D

      @GameEndeavor@GameEndeavor3 жыл бұрын
  • Very impressively detailed ressource on enemy movements! Thanks for sharing!

    @geoffreymegardon5624@geoffreymegardon56242 ай бұрын
  • Opened my eyes to a whole new way to implement pathfinding! Great Video!

    @cameroncollins4123@cameroncollins41232 жыл бұрын
    • Be sure to check out the pinned comment. This isn't a replacement for pathfinding altogether, it can't handle complex paths. :)

      @GameEndeavor@GameEndeavor2 жыл бұрын
  • This devlog is so helpful!!! I quitted on developing my own game years ago, this brings back memories and motivation to try again! Thank you!

    @lyukduke@lyukduke3 жыл бұрын
    • Do it. It's the best thing I've ever done with my life. :) I also quit for a while, and I'm so glad I got back into it. You've got this!

      @GameEndeavor@GameEndeavor3 жыл бұрын
    • @@GameEndeavor You're a legend

      @concernedcitizen9101@concernedcitizen91014 ай бұрын
  • Im a developer (but not for games) and found this really fascinating. I liked that it had enough technical detail so that I could probably implement this myself if I wanted and enough visualizations to understand exactly whats going on and why you made the design decisions that you did. Subbed. Keep it up!

    @choilive@choilive3 жыл бұрын
    • That's exactly what I'm after with my devlogs. :) Informational for the developers that watch, entertaining yet understandable for everyone else. Hadn't considered non gamedev devs though, so glad to get your perspective. :D

      @GameEndeavor@GameEndeavor3 жыл бұрын
  • This is so cool. This video just randomly showed up in my feed and about halfway through I subscribed. Keep up the great discussions like this love the breakdown in your thought process.

    @fyzxnerd@fyzxnerd3 жыл бұрын
    • Thank you! Yeah, I like to keep it informational and entertainment. I like that kind of content personally. :)

      @GameEndeavor@GameEndeavor3 жыл бұрын
  • I underestimated how much thought goes into these systhems

    @johannengelhardt5885@johannengelhardt58853 жыл бұрын
  • You are too smart, damn this is amazing!

    @Addercus@Addercus3 жыл бұрын
    • You're too kind, thank you. :)

      @GameEndeavor@GameEndeavor3 жыл бұрын
  • I suggest that when enemies are fighting each other, when the enemies in their group start to go down (say skeletons defeat 3/5 sprouts in a herd) then the losing side starts to run away.

    @duckonaroll1913@duckonaroll19133 жыл бұрын
  • I had a little trouble following what you’re talking about but I appreciate the time you spent on the iterative process for NPC combat. Can’t wait to check this out!

    @illsaveus@illsaveus3 жыл бұрын
  • This random video popped up in my feed. And i gotta say i had a fun time. You've earned yourself a sub and i'll be looking forward to seeing more

    @Maribro4@Maribro43 жыл бұрын
  • I have a random ideia here: projectiles should get weaker the longer they travel. That way players would be rewarded for getting up close to the enemy and risk getting damaged. This would also make it so that projectile classes can't just camp far away.

    @daniiii888@daniiii8883 жыл бұрын
    • That's an interesting idea. I would want to convey this to the player because I don't like hidden mechanics that could be confusing. But I could do some speed lines effect that step down in stages as the projectile weakens. I'll play around with this, thanks for the suggestion!

      @GameEndeavor@GameEndeavor3 жыл бұрын
    • @@GameEndeavor You could also change size, having it taper off towards the edge of range, aswell as speed, and maybe even color.

      @tiamat9874@tiamat98743 жыл бұрын
    • @@tiamat9874 I like the size idea. :)

      @GameEndeavor@GameEndeavor3 жыл бұрын
    • Maybe a relative damage indicator or hit animation to indicate damage, this isnt looking like a explicit number and healthbar game.

      @635574@6355743 жыл бұрын
    • @@635574 health bars are a possibility, not numbers so much.

      @GameEndeavor@GameEndeavor3 жыл бұрын
  • What I personally find fun in fighting AI, is when they can tactically coordinate with each other, for example Combine Soldiers from Half Life 2.They feel more real and are quite challengingly fun to fight against.

    @bonjagonzales1868@bonjagonzales18682 жыл бұрын
  • hidden gem. You should have a LOT more views. This is outstanding work and as an aspiring game dev student I'm totally in awe over how good this looks!

    @sul.7900@sul.79003 жыл бұрын
  • This is by far the coolest devlog I have ever seen man amazing job. this video is truly an inspiration.

    @pspeasant6220@pspeasant62203 жыл бұрын
  • Damn! This looks amazing! A lot more games could benefit from using similar combat ai cuz it looks really smooth

    @BlueFan99@BlueFan993 жыл бұрын
    • Thanks! Yeah, been hearing that a lot, lol.

      @GameEndeavor@GameEndeavor3 жыл бұрын
  • I love that you made the behavior emergent instead of scripted. It looks amazing!

    @nachoijp@nachoijp Жыл бұрын
    • Thank you! Yeah, it's a big improvement over purely scripted. I'm wanting to do some emergent gameplay mechanics in this game because it's such a fun concept I think. Hard af to do, but fun. xD

      @GameEndeavor@GameEndeavor Жыл бұрын
  • Hey, I just found this video on my recommended, which is very convenient since I was trying to figure out how to make combat fun in my game! It'll take me a few to figure this all out, but thanks for the video! Very helpful :)

    @honeyproto3455@honeyproto34553 жыл бұрын
  • This was fascinating! Thank you so much for sharing your different experiments!

    @austensperry4163@austensperry41632 жыл бұрын
  • I see the algorithm brings us together once again

    @neco5740@neco57403 жыл бұрын
  • Just returned to this video for the hundredth time or so, and now, since I'm quite a similar processing of implementing context-steering behaviors to my game, I couldn't help but notice that your implementation of the collision avoidance behavior is MILES away better than anything I could ever come up with for mine. I'm currently using a combination of the navigation 2d plus a standard context-steering-behavior (started from the kidscancode tutorial and built it up from there). So far I've already implemented both chase & flee behaviors (and a "standby" one for middle-ground)... But no matter what I do, I always end up with enemies either overlapping themselves WAY too much - especially when they "enter" each others' collision shape, they kinda get stuck in there since it kinda disrupts the raycasting - or they keep getting stuck in those infinite search-cycles of spinning around. (I'm using the direct_space_state for multiple raycasting) Should I turn collisions on for enemy vs. enemy? Or should I keep it only via the raycast (so they won't get stuck when high in numbers)? Tried to mess around with flocking but I think it's kinda over my head... Thus I heard performance is not the greatest; that and I simply do not whether it'll produce any kind of superior result than the standard context-steering behavior. Any kind of resource on the area (specifically for Godot + actual pathfinding application of it) would be greatly appreciated. Thanks in advance! for reference: I'm currently utilizing the addition of the danger to its opposing interest. At first with it, I got into that infinite circling situation, but after applying a curve normalization to the interest array, it went away... Still, enemies are simply overlapping each other way too much.

    @the_procrastinator8606@the_procrastinator86062 жыл бұрын
    • update: got quite a bit luckier with the cast_motion function, by casting a copy of the character's colshape 2d into motion and give the danger score based on how successful each motion went. Enemies overlap each other a LOT less now, and tend to get "blind" by being stuck inside of each other a lot less.... However, it seems to be very performance intensive, I'm afraid - so it limits me on how many rays and how far I can cast each one of them.

      @the_procrastinator8606@the_procrastinator86062 жыл бұрын
  • I just found this channel and I immediately got it exited when he started talking about this game. I can’t wait for it to come out.

    @tooky_7087@tooky_70873 жыл бұрын
  • I just discovered you thanks to KZhead recommending this video. This not only is a beautiful looking game but I love the technical yet simple solutions you've developed to create enemy movement. You clearly have a lot of passion and creativity for your game and game development period. I'm very much looking forward to you finishing this game and will be following the progress. Good luck with the development!!

    @Jay1001@Jay10013 жыл бұрын
    • Thank you very much! It's interesting when people point that out to me. I didn't expect my passion to shine through so much. :) Game development is very dear to me, it's actually my recreational activity. I rarely play games nowadays, instead I just enjoy making them.

      @GameEndeavor@GameEndeavor3 жыл бұрын
  • that reminds me of two AI ideas I had for an MMO I may or probably make once I motivate myself to learn coding: 1. Enemies of the "Undead" type will always move toward each other when not having spotted a player to attack, this can snowball until it riggers the "Zombie Apocalypse" world event, 2. there's a pollution system similar to Factorio, this will give players who focus on building stuff something else to do by having their building attract nearby monsters. are those good ideas? I don't know yet how they would interact.

    @marcopohl4875@marcopohl48753 жыл бұрын
  • An AI system built like that. It's got to be revolutionary for how smart it is turning out. I could imagine it even better if Monsters were the main focus of it, where you're a monster tamer raising a bunch of those into a fighting force. And you wanted your monsters to act semi autonomous. You could suddenly have a game for monster hoard battles!

    @Dragonorder18@Dragonorder183 жыл бұрын
    • Something like that, but I have slightly other plans for this. Perhaps in another title. For this you can have one pet follow you (tameable / raisable), party members, and if you're a summoner / Necromancer you can summon one entity to follow you as well.

      @GameEndeavor@GameEndeavor3 жыл бұрын
    • @@GameEndeavor You know what I'd think you could with it? I'd see if you can get a development partnership with a well known Monster franchise, and team up with them to develop a game together someday. So many of them are just... Lacking in a great AI, yet still managed to get some popularity. Kinda like the digimon world games that the digimon just fight while the player just gives orders and raises them up. I always thought those games could of been so much better.

      @Dragonorder18@Dragonorder183 жыл бұрын
  • This is very helpful in a conceptual level. Thank you!

    @Zurasuta@Zurasuta3 жыл бұрын
  • This one of you vids really took off, which is well deserved with quality like this, Great video, I hope your project will do well.

    @gaminggaming7658@gaminggaming76583 жыл бұрын
  • The enemy battles look so realistic!

    @jay-tbl@jay-tbl3 жыл бұрын
    • Thank you. Still need to iron out some kinks, but I'm very excited for it. :)

      @GameEndeavor@GameEndeavor3 жыл бұрын
  • There’s a game called Archvale which is similar to this and started development 3 years back. I was wondering if this was an inspiration at all?

    @greymatter4096@greymatter40963 жыл бұрын
    • 0 inspiration (Archvale seems like it'll be a great game, but not one that I personally will enjoy) and imo nothing alike. :) In fact I even developed my own sword mechanic before I ever heard of them and have been designing this game / story in one form or another for over 18 years. This is inspired by 0x72's dungeon pixel art set that I used in the first of miziziziz jam about a year and a half ago (linked below) where I spun the sword around the character (this jam / tileset even directly got me interested in working with pixel art), and over time polished it up until what it is today. kzhead.info/sun/qJSAiq-CfpeHf5E/bejne.html Archvale is a fast paced, procgen bullethell roguelike (every one of those words is why I'm not interested personally, but respect what they've done). Zoe and the Cursed Dreamer is a slow paced RPG with some action elements. More akin to if Stardew Valley's NPCs suddenly found themselves in Morrowind. :) That said, if I'm not mistaken, Archvale is inspired by Terraria, as am I, it being one of my favorite games of all time. Which is probably how we both came to the same sword mechanic separatly. But my only inspiration from terraria is the freedom of the sword swinging mechanic. :) The single facing sprites is simply because it has cut my character art by 2/3rds, and so many games have done eactly this for exactly that.

      @GameEndeavor@GameEndeavor3 жыл бұрын
    • @@GameEndeavor I see, I was just wondering cause at a glance they seemed similar. I do really enjoy these videos too it’s fun to see the development of a fun looking indie game.

      @greymatter4096@greymatter40963 жыл бұрын
    • I remember my friend in college making a flash game like it. It only had one map and took 2.5 mins to complete.

      @bluesap7318@bluesap73183 жыл бұрын
    • Moment when the pinned comment has 4 likes

      @mospusthespider1246@mospusthespider12463 жыл бұрын
    • @@mospusthespider1246 It is what it is my friend 😂

      @greymatter4096@greymatter40963 жыл бұрын
  • I got most of what he said but it was so much fun looking at this that I watched the whole thing twice... Great stuff man!

    @jeremybond2@jeremybond23 жыл бұрын
  • This is fantastic, I appreciate how deeply you describe your design process and decisions! Good luck with your game!

    @Sableknight@Sableknight3 жыл бұрын
    • Thank you! Glad you enjoyed it. :)

      @GameEndeavor@GameEndeavor3 жыл бұрын
  • This game just looks so amazing - even I, who hate most game combat, think this combat looks fun ;) Can't wait to see where this goes!

    @brandonmack111@brandonmack1113 жыл бұрын
    • Thank you! Do you mind if I ask what it is about most game combat that you hate?

      @GameEndeavor@GameEndeavor3 жыл бұрын
    • @@GameEndeavor For me, it's when it's predictable when it shouldn't be. You've solved that though. It's like how darksouls needs to be predictable, vs when a game needs immersion.

      @netcore10@netcore103 жыл бұрын
  • I'd love a tutorial on this! Keep up the good work!

    @r2o2@r2o23 жыл бұрын
    • Some time soon I plan to make a video that goes into further detail about this. :)

      @GameEndeavor@GameEndeavor3 жыл бұрын
    • @@GameEndeavor hey I dont know if you're already done or not. I'm trying to replicate the steering behavior stuff, but I'm having a really hard time with collisions from those vectors. The guys set to avoid a wall obstacle try to go around but end up going through. If you could cover it. God bless.

      @Joshua-hk8mn@Joshua-hk8mn3 жыл бұрын
    • @@GameEndeavor PLEEEEASE do. I love the system and the game looks great!

      @masterblastr@masterblastr2 жыл бұрын
  • Just discovered this channel today, instantly subscribed. You’re such a good programmer and artist, I love what you’re doing with this game.

    @penguindood8315@penguindood83153 жыл бұрын
    • Thank you! You're very kind to say so. This is the first game where I've been genuinely proud of the art.

      @GameEndeavor@GameEndeavor3 жыл бұрын
  • this is awesome and inspiring. your really cleanly break down how you used the different tools at your disposal to generate really complex behavior! you're a great teacher! also, the visualizer you made for the weighted movement options is a genuine piece of art by itself. i feel like you managed to make the game development process into a game itself. cheers!

    @inuinuinuinuinu@inuinuinuinuinu3 жыл бұрын
    • Haha, funny you should say that because this absolutely is a game for me. My community will often tell me that I need to play more games, but to me this is my game. I love this kind of thing. :) Glad you enjoyed the video!

      @GameEndeavor@GameEndeavor3 жыл бұрын
  • This game looks sick man, i wish i was as talented as you are at making games

    @kermitlaranja@kermitlaranja3 жыл бұрын
    • You can be, you just have to learn. I was terrible at it not even that long ago, but I started doing jams and learning how to improve.

      @GameEndeavor@GameEndeavor3 жыл бұрын
  • Would you be willing to show us the end code you are using? Both the idle and target? I think this looks nice and I would like to see it and play with the variables.

    @brandonanderson8663@brandonanderson86633 жыл бұрын
  • Awesome work man, great use of applied math to get such behaviors. I used to do game dev professionally and wanted to try my hand at solving the same problem of enemies bunching up but kept getting projects that weren't the type of games that had that problem to solve and I tended to work long enough that I was too burnt out at the end of the day to work on personal projects. I'd thought about playing around with using weights with the 'boid' type logic as a solution but there are a more parts to the puzzle I never got around to approaching that you've came up with some great answers for. This is very cool to see, keep up the great work!

    @Ceefaproductions@Ceefaproductions3 жыл бұрын
  • Super cool to see your approach on this! Congratulations on the results

    @Alvaritoo79@Alvaritoo7911 ай бұрын
  • This looks amazing, I love the gizmo as well, it really helps visualise the 'intent' of the AI. Would adding a little randomness to those angles be a good design choice? If not, why not? Take for example Doom's character movement - they use a randomly generated number to zigzag towards the player. This means that no 2 interactions are quite the same, however at the cost of sometimes sub-optimal pathing. I'm wondering what the implications of changing your dot_away to have a little random factor in it (for example generating a factor between 60, 65) would mean for the enemy AI here.

    @CobainSnake@CobainSnake3 жыл бұрын
    • Thank you! Randomness could be good. :) I actually did this when I was trying to figure out the strafing behavior. My first attempt was to generate a random angle and use it to rotate the seek normal before applying weights to it, and it produced a behavior similar to this. However I removed it in favor of the shaping function that I use now and completely forgot about it. I'll make a note to re-add it back in to the seeking behavior before strafing. :) When I did it, I generated a random value after every attack. I wasn't trying to zig-zag just invert the strafing direction. To do the zig-zag I'd need to randomize and invert it on a timer.

      @GameEndeavor@GameEndeavor3 жыл бұрын
  • I came here from Griffpatch

    @NaraSherko@NaraSherko10 ай бұрын
    • Welcome to the world of real devlogs. If you can understand the mechanics of what's being talked about you are doing it wrong.

      @His-Games@His-Games10 ай бұрын
    • @@His-Games Bro griffpatch made a devlog too

      @NaraSherko@NaraSherko10 ай бұрын
    • Samee

      @Crystal_Drawings@Crystal_Drawings10 ай бұрын
    • Same

      @TochedGrass3742@TochedGrass374210 ай бұрын
    • @@NaraSherkoyeah and there are scratch devlogs, and there are devlogs which discuss using shaped trigonometric functions and min-maxing to make the movement of skeletons more realistic

      @His-Games@His-Games10 ай бұрын
  • This is so cool! I've just discovered your channel and i'm pleased to say that it's content is very high quality. Keep up the good work, mate! I'll surely be following your devlogs from now on.

    @chizurisu2086@chizurisu2086 Жыл бұрын
    • Glad to hear it, thank you! I took a break for a bit, but I'm expecting to upload an update in the next few days! :D

      @GameEndeavor@GameEndeavor Жыл бұрын
    • @@GameEndeavor Hope your break is going well! It is truly important for all of us to take the time to "recharge our batteries" once in a while. I will be here when the next upload arrives though! Until then, you may find me having some fun watching the other videos already available in your channel. Peace! ✌

      @chizurisu2086@chizurisu2086 Жыл бұрын
    • Oh it was great! I got so much work done, haha. Thank you. :D

      @GameEndeavor@GameEndeavor Жыл бұрын
  • Lots of really great thoughts and concepts here. Thanks for sharing!

    @curiouslycory@curiouslycory3 жыл бұрын
  • what is this game's name?

    @ayhana123@ayhana1235 ай бұрын
  • Those who came from griffpatch: 👇

    @_SparkHere@_SparkHere9 ай бұрын
    • Those who came from Griffpatch: 👇

      @TrollMonster24@TrollMonster249 ай бұрын
  • What you could do is have a boolean, call it, stay here, if that is set to true have the enemy do its current wander function where it stays in one local area if the boolean is set to false have it wander around the entire world, or have a pack of skellies, have one of them be the leader, the leader wanders around the world while the other skellies wander around the leader, which could lead to bands of maurading skeletons just straight up ransacking a place, leading to potentially interesting stories of players scrambling to get back to their base before nightfall when a roaming band of skellies is on a bridge, leading the player to have to choose between waiting and potentially being caught out at night or having to take on the skellies

    @strahd7864@strahd78642 жыл бұрын
  • your commitment to excellence is evident in every frame!️

    @ElmiraTewa@ElmiraTewa21 күн бұрын
  • I like how in depth you explain your decisions. Subbed and will be watching with great interest.

    @infinitenex8165@infinitenex81653 жыл бұрын
    • Glad you like it. The next video should be especially interesting I think. :)

      @GameEndeavor@GameEndeavor3 жыл бұрын
  • Man, this looks so great! Good job!

    @Malitor@Malitor3 жыл бұрын
  • i keep getting devlogs in my recommended and I'm here for it

    @beeking6561@beeking6561 Жыл бұрын
  • That's a lot of knowledge and experimentation results packed into

    @AlexanderMouse@AlexanderMouse3 жыл бұрын
  • Having myself recently started some game dev projects and work on enemy AI movement I am crazy impressed with what you're doing. This is tough stuff and you make it look really good!

    @jman2150@jman21503 жыл бұрын
  • OMG! I really like what you trying to do, actually looks like a great game to play tomorrow

    @charlieluz830@charlieluz8303 жыл бұрын
  • So they don't group into a single skelete, they're more jittery than me after a night of coding,, some of the best quotes if ever heard well said

    @tullman3craggs102@tullman3craggs102 Жыл бұрын
  • This is so cool dude. You clearly have a genuine love and interest in learning and improving existing game concepts. Subscribed.

    @TheRoadtoJapan@TheRoadtoJapan3 жыл бұрын
    • Thank you! That's pretty much me. I'm out here having fun pushing my skills to try and learn cool new things, and they're turning into a game, lmao. Thanks for subscribing. :)

      @GameEndeavor@GameEndeavor3 жыл бұрын
    • @@GameEndeavor Love it! I'll be tuning in more often :)

      @TheRoadtoJapan@TheRoadtoJapan3 жыл бұрын
  • Can't wait for the next devlog. Congrats on how this vid has blown up! Your AI prototype with the shaping function causing the enemies to circle the player got me thinking: an enemy who was encountered in hordes whose strategy it was to actually surround the player and attack from all sides could make for some great variety in combat and interesting fights. Maybe keep this in your back pocket

    @mr.capoone5008@mr.capoone50083 жыл бұрын
  • The logic behind what you did sounds impressive. The game looks impressive. Good video, you just got yourself a new subscriber :)

    @josephturgoose7470@josephturgoose74702 жыл бұрын
  • It's really cool how those little improvements make such a MASSIVE difference in the look and feel of the enemy movement. That weighting system for the AI pathing is really slick, and it looks like it performs pretty well, since you can have so many enemies on screen using it at the same time with no noticeable effect on frame rate or anything as far as I can tell. And that tweak to the wandering behavior looks really polished. I did an LD game a few years back that this would have been amazing for.

    @knightshousegames@knightshousegames3 жыл бұрын
  • Awesome video and very helpful, thank you!

    @Commonwealthgoose@Commonwealthgoose11 ай бұрын
  • This game looks awesome. I'm working on my own game now, and I love the fluidity that vectors add to the game. The use of noise for random enemy movement along with the different enemy behaviors is really damn clever.

    @AMildCaseOfCovid@AMildCaseOfCovid3 жыл бұрын
  • I love the way this video is made! It's quite in-depth, well-paced, and the glowing explanations are beyond awesome for nerds like me!

    @idkbruh173@idkbruh173 Жыл бұрын
    • Thank you! That's what I tried to achieve, so it's good to know it worked. :)

      @GameEndeavor@GameEndeavor Жыл бұрын
  • Awesome content! Thanks for the explanations

    @jonboi1127@jonboi1127 Жыл бұрын
  • Great stuff, thanks for sharing! Subscribed.

    @millerbyte5579@millerbyte55793 жыл бұрын
  • Dude! So sick. I love the boids rationale as a starting point, and the places where you've tweaked it result in such a nuanced behaviour, given how straightforward the overall approach still is. Amazing stuff!

    @AdamCYounis@AdamCYounis3 жыл бұрын
    • Thank you! The boid behavior is still the core to it. I use seek, flee, separation (will be using follow the leader and queuing at some point probably for roaming skelly groups). Just on steroids, lol.

      @GameEndeavor@GameEndeavor3 жыл бұрын
  • This is awesome. Got my subscription for sure!

    @dynamichunter843@dynamichunter8433 жыл бұрын
  • First of your videos I have seen, but love the in depth explanations of your process and found it all very entertaining. Worth the sub :)

    @ashlerify@ashlerify3 жыл бұрын
    • Thank you! That's the goal, informative and entertaining. :D Glad you liked it.

      @GameEndeavor@GameEndeavor3 жыл бұрын
  • Your games are always wonderful. And I really enjoy the way you describe them.

    @badmonkey91@badmonkey913 жыл бұрын
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