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Thank you so much for the detailed feedback, and actually trying the AI editor, since I feel it is a pretty big part of the game and I was really needing some eyeballs that are not mine to look at it. Originally I wanted the editor to look like unreal node editor but I couldn't even get a straight line to do what i wanted much less a spline.

1.2.3 Your description of your experience definitely gives me some ideas to make it better, the overload of info right at the start makes sense (as in don't that)

5. the guide does mention that if false it will backtrack, I haven't used the unity behavior designer but the screen shots seem to show similar tree but it goes down instead of to the right.  I guess my question is if the backtrack part mentioned in the guide was missed? if you did that line (maybe you at the time you wrote point 11.) and were still confused ill have to revisit, maybe green output bubble and retry an explicit description. 

7. A visual indicator for tanks vision cone did cross my mind, i dont think it will hurt anything to add that. Did you see the debugs in the top left of screen when you follow a tank?  It shows what ai paths are currently in use.

8. I struggled quite a bit on how to implement leading a target, trying to keep it as modular as possible and not make the text in the node excessive. I think what you are saying is give fire an output and connect lead target to that? is there a reason for fire to ever not use lead target,  instead just make them one node.

9. 14.  As you play through the campaign the shop populates with new AI files to purchase, these files are what the enemies used, nodes dont actually unlock but they do get shown in the later files that enemies use.

10. 18. taking note on QOL features that would be nice, currently the SubAI node can be used to copy another ai tree directly into the open file, allowing modular design.

12. im planning to rework the campaign to start with more tanks, probably 4 as just 1v1 is rather stale.

13. tank selecting targets: i did try to implement a tag system, i need to test it some more.

15. ill have to check on that, in my tests id notice they would start turning to flee but it takes a while. I did not notice them driving the wrong direction so maybe i broke something lol.

16. The turret and body operate independently, the turret can point backwards (and shoot) while the body drives forward, the body cannot drive in reverse currently, only rotates and drives forward, i ran into some issues on backwards driving but might revisit if it makes sense.

17. the ai file can be programmed to mitigate the collisions using wait commands and ifrange, i need to put that into the base files.

you mention smooth feeling tank behavior, im not exactly sure what you mean? like physically the parts of the tank move very rigidly, maybe the body needs a slower acceleration to mimic reality a little more. or do you mean inside the ai editor the constraints on design are too rigid?

Anyways thank you so much for your feedback, I know it takes time but without it we would head down wrong paths and waste our time anyways.

5. The guide does mention that if false, it will backtrack. It did. I saw it and ignored it due to my bias on how this logic node is visualised in the tools I used, so it is not as much the game's fault as it is mine. Although it would be curious to see which method is more obvious to people, when false backtracks or when false leads to the other option forward. 

7. Yes, I saw it, but it is more fun for me to look at the screen where stuff is happening and cheer for my tank rather then look at the corner of the screen and read what is happening :) 

8. Actually, I think your solution of just combining "fire" and "lead" into one node is a very good solution. It simplifies the work without loosing functionality, still give me the depth to set it up and setting it as 0 still allows me to "not use" it. 

9. Got it. In that case - suggest adding indicator to the shop that new stuff is unlocked. (Wild though - allow to purchase new logical nodes in shop)

10. By smooth, I mostly referred to tanks movement. That said, a lot of the jitter of the tank was caused by my own incompetence since my tank would have the logic of "chase if distance > 75" and "flee if distance < 50"  plus a cycle of 5 seconds of if no enemy move to map center or wander around. So that lead to the tank being frequently in the state of constantly switching actions. But as a real player instead of blaming myself for setting up an AI which forces the tank to frequently  change actions I blame the game :) 

NEW: btw - what is the best method to make the tank find another tank? I had relatively frequent cases when at the start of the match tanks will spend quit some time trying to find each other. And since there are no objectives on the map or areas to catch and wander, they wander aimlessly - they do sometimes struggle to find each other. 

5. As far as i know it operates the same way its just to the right instead of down. lets say you have ifenemy and it has two connecting lines from its output with ifrange>100 on top and a ifrange<50 under that, the ai will check the top branch first (>100) and if that is false it will check the (<50) and if that is false it will then backtrack to the next available branch up the tree behind ifenemy. setting up the logic had my head spinning for a while, so i understand lol.

7. that is fair. 

8. i will implement this, i think ill just make it like fire 0 by default and the description will tell you that you can input a number that will lead the target before firing, i think at one point i thought being able to fire without aiming would be useful but cant think of an application now...

9. oh, i could do that. 

10. i believe there is slight acceleration functionality but i may increase it to help smooth out the jerky driving. I do know that tank weights affect speeds and stuff, along with the engine stats, but it may not be noticeable enough, hard to tell unless you have two tanks driving along side each other. You can blame the game, i can take it. all for the effort of making a better product.

I am actively working on some stuff to alleviate the "cant find each other" problem. one solution especially for early levels is to use mapcenter instead of wander for enemy navigation. Also having more than one tank should help fill out the field and provide more vision on the map so less lost puppies. Somewhere at the midpoint the tanks start using COMS node which allows them to see their allies vision and make actions based on that (ie. tank 1 sees enemy, tank 2 vision cant see the enemy but with coms it will chase, or fire at the enemy based on tank 1's vision) penalty for coms currently is slower driving and slower ai node processing (how fast it makes decisions)