His videos are just getting better. I''ve a professional developer for 13+ years but game development is so different from business apps. It's is really cool to see how small details matter and the concept of changing the code not to fix something but to make it more fun, entertaining and more alive
It always amazes me how some of the simplest tweaks, like the retreating intention, can drastically improve your AI. It makes me want to see how I can apply this to Dewdrop. Cheers!
add a flanking intention where instead of moving to the player they'll plot points around the player equal to the number of enemies the player is facing and move to one of those points, and an ambush intention where they plot the direction the player is moving and try o cut them off.
for groups of enemies, you could make it so some would keep their distance while other enemies fought, and if they took too much damage, a different enemy would jump in and the other would retreat. especially with enemies that are tough individually already
Love these videos and the progress on the game, the mario transition was awesome too lol. Im personally interested in how you sound design for your game and would love a video on the topic!
I love the way that Echoes of Wisdom handles the enemy's attacks AI. The Wolfos, for example, constantly circling the player and diving in to attack. It feels more akin to 3d Zelda design philosophies. You've got some great ideas here. Can't wait to see how it turns out!
Liked a lot this update, two suggestion to you friend: - You can make the enemy just retreat if you are close to then, just because it looked weird when they retreated even if you were away from then. - Another cool add would be to make different chance to then to retreat, this make each enemy more unique by having differents behaviors. Hope you like this suggestions and keep the good work! Im a Love2D entusiat
Intentions! Dang, what a good name for that kind of thing. We use state charts for our enemies so while I have some class funcs that can be shared among the enemies a lot of the behavior is custom to the enemy. It is a mess like you say, but for games I haven't had too much issue breaking the 'make everything modular' rule for enemies. I am however always looking for good naming conventions though, so this was very useful video!
A cool thought is that the bosses actually say something before they fight you or a reason, they want to fight you. When I played the demo that's the one thing that kind of strayed me away or I'm just really into lore and writing, idk💀
Nice! Add a patrol/watch/iddle intention aswel, so enemy can circle you, watch and then move or strike. I think it'll make it look more of a natural battle
With that system you can play with different fighting styles. Some sneaky enemies might rely on ambushes or hit and run tactics, some ranged foes might want to keep the distance or mix up close combat and ranged projectiles. Also you can play a lot with enemies that complement each other, like a tough melee enemy teaming up with a ranged one, or have one that use support abilities on other enemies like healing or protection
I see a few other folks have already suggested it, so just tossing my +1 to the idea of flanking, especially for enemies that come in groups. There's also some fun potential emergent behaviors when the enemies have logic about moving relative to each other. Flocking behaviors can be super interesting, even when dealing with relatively small numbers.
You could give enemies dodging and strafing, or orbiting around you, to mix up them just going directly towards you. When they retreat, if they have a ranged attack, they should be more likely to use it, or charge up an attack.
Maybe a movement like "flank" (used traslating tools for that word) could be good too. Like, instead of retreating, some enemies can rarely try to change their positions to get you from another angle. Idk how this system is really coded, so idk if you can add this just to certain enemies, but maybe some "smart ones" could have this behavior
very logical approach! my only nitpick that I would suggest is possibly adding an animation specifically for the retreat, to telegraph the motion so the player can respond accordingly. sure, the randomness makes it feel more natural, but since the movement is more random, it’s very unpredictable, so it could be difficult to dodge
Beautiful improvements, the game looks more and more incredible! If I can make a proposal, it would be nice if among the various "approaches" there was an approach that leads the enemies to team up to surround the player to attack him from two opposite directions. Maybe only intelligent creatures (like guards and the like) can coordinate like this. To maintain modularity it could be a function locked behind a boolean value (smart=yes/no) But it's just an idea that came to me randomly while watching the video, I don't know how easy it is to implement or if it might be too frustrating ahaha
This might be a somewhat odd comparison, but I've always had fun fighting the Iron Knuckles from Zelda 2 (The way you're supposed to fight them, not the glitch). The biggest reason, is that they can directly detect and respond to your actions... Namely, the chance that they move their shield to defend where you attacked. Even though it is still technically following a rigid set of instructions, It makes the enemy feel a little smarter, and also makes the fight feel a little more real, since in this case the Darknut leaves _themselves_ open rather than the player having to make an opening.
I've been playing a lot of Binding of Isaac recently, and something that game does to vary enemy movement is base certain movements on how the player is currently moving. Some enemies will strafe and try to flank/surround the player if they're a part of a large group, and some even attempt to predict where the player will shoot and dodge. Something like that might add yet another layer of strategy. Nothing against how you've done it of course haha, just possibly something to take inspiration from :) plus I have zero idea how hard that would be to implement lol
Wow... I just saw a short video of your game by chance and was immediately hooked. Subscription is out, the game is now on my wish list. Your videos are so informative and interesting!
Bro has 0 idea how much these videos habe inspired me with my own ideas. I may be storyboarding and conceptualizing for a while still, but i appreciate the extra source of inspiration 🫡
Hey! I tried your demo and its reallly cool, but theres still things you could improve. For example, if theres a weapon on the floor and you stand over it it looks really odd, and the platforms in the sky part could use a bigger surface
Have you considered mixing in a “retreat” that is orthogonal to the approach direction? Would give some of the feeling of being surrounded while staying more random for the simple enemies
Hi i just wanted to metion a bug wher if you use a projectile attack on the boss from who you can get the old lithning core you skip the cutszene and just fight the boss while the Arena stays black Edit: maybe you could do a combat free zone or smth like that although ist a cool speedrunning trip
Ive noticed the jumps from the new enemy cover a fairly large distance quickly, have you considered that other than retreating, the enemy could jump at an angle closer to the player to a side, to try to flank them from a different angle than other enemies rather than widening the gap between them too?
love the game. i want to say in tutorial or the start that says use space for dogging spikes from ground if i die from spikes i get game over scene and but the spike still gets triggered by my dead body
if i go water with torch it get outs. and with that( looks like a stick) if i go to save game plant(sunflower) it gives me view but it still looks just stick not the torch looking
It has always been worth it making things modular. I only have regrets later on when I don't make things modular enough - it does make it harder, and it's useful mainly for having a variety of enemies. It's also hard knowing ahead of time which features need to be modular, hindsight is 20/20
Boy, do I love a new Challacade video...
His videos are just getting better. I''ve a professional developer for 13+ years but game development is so different from business apps. It's is really cool to see how small details matter and the concept of changing the code not to fix something but to make it more fun, entertaining and more alive
Here here.
It always amazes me how some of the simplest tweaks, like the retreating intention, can drastically improve your AI. It makes me want to see how I can apply this to Dewdrop. Cheers!
That would be awesome!! 🤩
Omg is Goodgis❤🎉
add a flanking intention where instead of moving to the player they'll plot points around the player equal to the number of enemies the player is facing and move to one of those points, and an ambush intention where they plot the direction the player is moving and try o cut them off.
for groups of enemies, you could make it so some would keep their distance while other enemies fought, and if they took too much damage, a different enemy would jump in and the other would retreat. especially with enemies that are tough individually already
Love these videos and the progress on the game, the mario transition was awesome too lol. Im personally interested in how you sound design for your game and would love a video on the topic!
I won’t lie, until you said that was a crocodile boss I thought it was a hippo lol
I love the way that Echoes of Wisdom handles the enemy's attacks AI. The Wolfos, for example, constantly circling the player and diving in to attack. It feels more akin to 3d Zelda design philosophies. You've got some great ideas here. Can't wait to see how it turns out!
Love this, I like the idea of intent to switch to retreat and opens up for other intents like feint or strafe to one side or the other
This game is looking sick
Liked a lot this update, two suggestion to you friend:
- You can make the enemy just retreat if you are close to then, just because it looked weird when they retreated even if you were away from then.
- Another cool add would be to make different chance to then to retreat, this make each enemy more unique by having differents behaviors.
Hope you like this suggestions and keep the good work! Im a Love2D entusiat
That's a great suggestion. I was also thinking they should be more likely to retreat when their HP gets low
Intentions! Dang, what a good name for that kind of thing. We use state charts for our enemies so while I have some class funcs that can be shared among the enemies a lot of the behavior is custom to the enemy. It is a mess like you say, but for games I haven't had too much issue breaking the 'make everything modular' rule for enemies. I am however always looking for good naming conventions though, so this was very useful video!
A cool thought is that the bosses actually say something before they fight you or a reason, they want to fight you. When I played the demo that's the one thing that kind of strayed me away or I'm just really into lore and writing, idk💀
Good feedback, thanks!
now imagine an enemy that only retreats, now it gives incentive to use range weapon
Would become annoying. Also difficult for younger players
That's the point. There are skeletons in Zelda Link To the Past with similar behavior. @@RenadoMalo
@@RenadoMalo They could easily be a enemy that is meant to be hard to kill. Like the crystal lizards from demon souls who drop rare items.
That crowd size!! This is insanely performant!!! I still can’t get over it haha
I really love your commitment to improving pre-existing features and making the game as good as it can be.
I suggest adding shocwaves when the crocodile boss does a long jump
Nice!
Add a patrol/watch/iddle intention aswel, so enemy can circle you, watch and then move or strike.
I think it'll make it look more of a natural battle
With that system you can play with different fighting styles. Some sneaky enemies might rely on ambushes or hit and run tactics, some ranged foes might want to keep the distance or mix up close combat and ranged projectiles. Also you can play a lot with enemies that complement each other, like a tough melee enemy teaming up with a ranged one, or have one that use support abilities on other enemies like healing or protection
I see a few other folks have already suggested it, so just tossing my +1 to the idea of flanking, especially for enemies that come in groups. There's also some fun potential emergent behaviors when the enemies have logic about moving relative to each other. Flocking behaviors can be super interesting, even when dealing with relatively small numbers.
You could give enemies dodging and strafing, or orbiting around you, to mix up them just going directly towards you. When they retreat, if they have a ranged attack, they should be more likely to use it, or charge up an attack.
RNG is important. Always.
Those blue guys look so fun to fight, I love the way they jump around
in 5 minutes you've given me a better understanding of enemy AI that over 100 hours watching state machine videos lol
I played the demo, this game is dope. Looking forward to seeing where it goes. The style is so simple and charming
Maybe a movement like "flank" (used traslating tools for that word) could be good too. Like, instead of retreating, some enemies can rarely try to change their positions to get you from another angle. Idk how this system is really coded, so idk if you can add this just to certain enemies, but maybe some "smart ones" could have this behavior
ECHOES OF WISDOM OST 🔥🔥
Here before full game
I literally LOVE the game and the way you are carrying it forward. The new boss still needs some more work though. Keep it up, it will be worth it
I guess you could say…
You Löve it?
@@gavinfriel2308
I Löve it 2 much
*Boomerang is my favorite weapon*
*That thing should be a permanent weapon*
very logical approach! my only nitpick that I would suggest is possibly adding an animation specifically for the retreat, to telegraph the motion so the player can respond accordingly. sure, the randomness makes it feel more natural, but since the movement is more random, it’s very unpredictable, so it could be difficult to dodge
I was exactly studying now how to make a good enemy AI for my game and you just released this video, amazing!!
Beautiful improvements, the game looks more and more incredible!
If I can make a proposal, it would be nice if among the various "approaches" there was an approach that leads the enemies to team up to surround the player to attack him from two opposite directions.
Maybe only intelligent creatures (like guards and the like) can coordinate like this. To maintain modularity it could be a function locked behind a boolean value (smart=yes/no)
But it's just an idea that came to me randomly while watching the video, I don't know how easy it is to implement or if it might be too frustrating ahaha
Way more complicated & already implement on my game.
Hard to optimize. Or because the attack sequence that i use is more than team attack.
that paper mario music transition was great lol.
This might be a somewhat odd comparison, but I've always had fun fighting the Iron Knuckles from Zelda 2 (The way you're supposed to fight them, not the glitch). The biggest reason, is that they can directly detect and respond to your actions... Namely, the chance that they move their shield to defend where you attacked. Even though it is still technically following a rigid set of instructions, It makes the enemy feel a little smarter, and also makes the fight feel a little more real, since in this case the Darknut leaves _themselves_ open rather than the player having to make an opening.
damn, your game looks fun :D
this slowly becoming a souls like zelda :c
great update! I love the idea of random retreats, wondering how I could implement something similar :)
Some additional suggestions are going behind a player while fighting with other mobs and approaching in zig zag like Doom enemies.
Nice video dude! You inspire me, giving me ideas on how to code things in my own game. Great job yet again!
So excited to play it when it comes out!
I've been playing a lot of Binding of Isaac recently, and something that game does to vary enemy movement is base certain movements on how the player is currently moving. Some enemies will strafe and try to flank/surround the player if they're a part of a large group, and some even attempt to predict where the player will shoot and dodge. Something like that might add yet another layer of strategy. Nothing against how you've done it of course haha, just possibly something to take inspiration from :) plus I have zero idea how hard that would be to implement lol
Some Bungie devs gave an awesome talk for how they made CE's AI magic.
yay i always look forward to new devlogs !!! :D
Bro, I love your content and I really want ur game to go well, pls continue!!
CHALLI CADE!!
I think crock boss should spawn projectiles during retreat or meybe shockwave.
Wow... I just saw a short video of your game by chance and was immediately hooked. Subscription is out, the game is now on my wish list. Your videos are so informative and interesting!
Bro has 0 idea how much these videos habe inspired me with my own ideas. I may be storyboarding and conceptualizing for a while still, but i appreciate the extra source of inspiration 🫡
Wish there was an combat boss that also use sword
much better!
Your videos are the BEST!!! You're my #1 role model tbh.
Omg the combat is so clean and visualy satisfactory, are you awesome😮❤
This game looks so good. Can't wait. It would be really cool on the switch for that extra retro handheld vibe.
Amazing work on the enemies! They look awesome.
Your videos are really good and moonshine is getting really cool, I can't wait to play it
LovePotion is underrated, i always wanted to dev on unity but making my own 2d engine looks fun haha
Good stuff as always Chall! 😁love the little frog-like enemies
New video. Marketing!
Guys I am at 16/17% of the demo and I cant find anything to do next. Anyone has an idea what should I do next?
Hey! I tried your demo and its reallly cool, but theres still things you could improve. For example, if theres a weapon on the floor and you stand over it it looks really odd, and the platforms in the sky part could use a bigger surface
Good feedback, thanks!
@@Challacade cheers mate, you're doing an amazing job
I'm stealing this for my own game! Thank you
YEEEESSSSSS NEW VID
Have you considered mixing in a “retreat” that is orthogonal to the approach direction? Would give some of the feeling of being surrounded while staying more random for the simple enemies
Love your videos and this game. Tomorrow I'll download it
Like the game a lot. Is it possible to increase the color contrast to make the colors pop more?
Good feedback, thanks!
Should of put "funded by allfather" at the end (jk)
I wanted to say if you have an existing "Poise" flag mayhaps you could make it a boss resource that the player can deplete to stun enemies.
So, basically you recreated Minecraft's GoalSelector system
No way you did all of these fixes in 5 minutes !!
nice
and her's a boss idea, a boss that become's the player kinda like dark link, another boss idea is this skeleton warden thing that uses fire
I think you should add enemy health bars back and make it so you could turn it off and on in settings. Thanks
Hi i just wanted to metion a bug wher if you use a projectile attack on the boss from who you can get the old lithning core you skip the cutszene and just fight the boss while the Arena stays black
Edit: maybe you could do a combat free zone or smth like that although ist a cool speedrunning trip
Look up behavior trees and GOAP.
Sounds like it might be what you're looking for
Thanks for sharing! Keep it up!
Really cool work man!
Ive noticed the jumps from the new enemy cover a fairly large distance quickly, have you considered that other than retreating, the enemy could jump at an angle closer to the player to a side, to try to flank them from a different angle than other enemies rather than widening the gap between them too?
I like trains
same
-Marnix
keep up the good work buddy
Kyle could u make video of how to use polygon collision tool in tiled? I don't understand how to import it on my love2d game
papir mario :D
Ay new I can't wait to play this game.
I LÖVE the game bro
Please add multiplayer lan and online this will be fun to play with friends
Nice work man!
Hey fellow LÖVE dev 👋
Hey love those new troops that you showed in this vid, what do you use for the arts?
3:13 lmao, how powerful is Gamemaker?
1. It's lua not game maker,
2. Game maker can easily handle hundreds of scripted objects at a time as well.
love the game. i want to say in tutorial or the start that says use space for dogging spikes from ground if i die from spikes i get game over scene and but the spike still gets triggered by my dead body
is here okey to give info about games
if i go water with torch it get outs. and with that( looks like a stick) if i go to save game plant(sunflower) it gives me view but it still looks just stick not the torch looking
game is soo good even it is demo
it looks so good in wallpaper .this pixel icon love that
How hard was making modular combat AI code for you? Do you ultimately think it was good idea? Would you go this path again?
It has always been worth it making things modular. I only have regrets later on when I don't make things modular enough - it does make it harder, and it's useful mainly for having a variety of enemies. It's also hard knowing ahead of time which features need to be modular, hindsight is 20/20
Is there a way to make them jump away when you start attacking?
Cool beans
idk if it has been asked before but im new to your channel and i was wondering what program you use for your pixel art?
The "intentions" system is essentially an ECS, yes?
its so cool that this is your own engine. How do you do physics?
I love
i thought there was gonna be atleest 4 bosses for the demo
Nice
With all these cool enemies and new bosses u showed I feel like the game is a bit too zoomed in now
maybe in your videos can you show more code as im interested in seeing the process and how things work when gamedevs make games