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(+1)

That makes sense!
My friend group's been really hooked on this game lately, we're finally starting to get decent at the combat and I'll update you if I find any other bugs.

Honestly, the main bug we notice is that occasionally infantry seem to partially penetrate a piece of terrain and become permanently stuck. 

Infantry/vehicles in general also sometimes have a habit of getting stuck on each other, especially after just spawning them. It makes me wonder if giving vehicles some sort of teardrop shaped collider specifically for infantry collision would help, so they slide around vehicles while trying to follow their paths. 

Also, question: Do you do much in the way of devlogs? I'd be extremely curious about how your game handles giving orders to NPC opponents and whether they are ordered by some AI commander or all just act individually. I'm especially curious how it understands concepts like flanking.

Is it just a massive state-tree or is there something more involved like HTN planning going on to get units acting cohesively?

(4 edits) (+1)

awesome, feel free to join the discord server too! Thanks for bringing up the infantry issues as well. 

For now I'm focusing on development and highlighting new features, but I'll look into making a devlog diving into aspects of implementation.


I can quickly talk about the enemy AI though, I'd describe it as a hierarchical series of state trees:

- Each individual AI unit is given move/look orders by a "squad commander" and will try to fulfill them (its own safety and combat situation takes priority). 

- The squad commander takes in alerts and data from its units and propagates them to the others, and will try to talk with other enemy squads within radio range. Generally it maintains a picture of the strength of the squad vs the perceived strength of its enemies. So tactics and objectives are decided at the squad level but it is up to individual units to complete them as they see fit.

- Squads have a disposition which dictates how likely they are to assault visual contacts or split up and attempt flanking against a force. The terrain is quickly assessed to see if flanking is viable or valid. In the future I want to improve their assault maneuvers to work together more.

- The squad commanders also talk to a faction commander, although the interaction here is limited to sharing enemy contacts and locations for now. Later they will use this interface to request reinforcements or call in off-map support.