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.