@@baumber1919 Yeah that's fair. In my opinion the best way is to either check the log looking for websocket requests (which would indicate multiplayer) or turning off wifi once the game has loaded to see if the players are still moving which would indicate ai, however that cannot always be trusted as the game could easily implement a check for network status. The reason why these games do so well is really because of how easy it is to fake, even for someone with the technical knowhow.
U shoud add a an 'enemy ' that spins around upon seeing you intending to team,it starts to follow you for a while without attacking you then all of a sudden it backstabs you. Cant have a game without teamers and backstabers. (Hope you tak e my suggestion 😉)
@@borger4505 hell yeah. I'm a Brock main, I always play showdown, and I hate Edgar so much. And when people start teaming with Edgar, I instantly lose my mental health..
@@ahlatagaci2018 i feel really happy about stopping to play Brawl stars, as good as the game was unbalanced characters along with a really toxic community ruined everything
As someone who writes AIs for other games, I'd say that there's many ways to make the AI more believable. Like trying to backstab players who are already fighting, running away when losing, actively searching for pickups, etc. Basically: Actively think about what you'd do yourself in a given situation and then code that into AI.
@@thealarm7057 but it's supposed to look like multiplayer for the people who don't know it's fake And having multiplayer in an actual multiplayer game doesent mean they added effort bc players being good at a game doesent mean the creator added effort.
@@cris5555 but did i ask? thats right, who gave you the talking instinct, nobody. So all right, PEOPLE HAVE DIFFERENT OPINIONS.. thats right, a guy like me can have opinions, so can you understand that your self being is unaware of that? thats right, you dont know people AND YOU have opinions.
Simple ai to implement: every tick, pick the nearest enemy within a certain range to fight. If hp >25% then commit to fighting (even if hp drops below 25%) but if hp
Yeah, I'm surprised he never did anything about that, or even brought it up. Edit: I notice a lot of people not understanding what I mean. He may have talked about it and worked on a "fix" for it, but the fix didn't actually fix it and he doesn't bring that up. That's what I mean. He didn't actually fix the problem and then doesn't mention that he didn't fix the problem, just goes on as if it is fixed.
When the bots are always perfectly looking at the middle of the player, it looks a bit awkward. It would be slightly more believable if they looked like they were delayed and trying to acquire the target
The “players” never target other “players” but me. Some “players” while fight happens to be out of a screen for a second and vanished. But still, it’s a quite fun game:))
I like how he made Minecraft and an FPS shooter in Gamemaker, a 2D Engine Edit : Ik there are a lot of smart people out there who can ruin a joke by logical explanations, I don't have any problem with your comments but stop commenting the same thing as that stickman guy. You can still debate on 2d and 3d though.
3d and 2d are illusions, its all flat on a screen meaning its all 2d this means you can create a 3d fps in scratch if you wanted to (hence why people have already done it)
Another good thing to add is to have the ai switch focus on other ai from time to time if they get close so it looks more real. And make the player tracking slightly less precise
You designed the enemy AI with the wrong approach. Why can the enemies tell the difference between the player and other enemies? There's no reason to do this if you want fake multiplayer.
Agree, they should go after whoever is closest to them. And to keep them from turning around instantly as soon as someone comes just one pixel closer than their previous target, have the check on a random 1-10s cooldown.
the part about the AI attacking other players probably has to do with trying to make it actually engaging for the *person* playing it. If the AI saw every other character as a player then youd have a lot less people directly fighting you. I definitely think he should increase the chance of the AI targeting another bot but making the AI see the player and the bots as the exact same is probably going a little too far
you should make the ai turn from regular enemy to hostile when another bot is closer than the player Also add "regions" where when selected, set the list of names to a different list with different names EDIT: Since this has gotten more likes, make the leaderboard work (via giving the ai random amounts of kills, and when the ai kill other bots, they gain a kill, and having the player be able to climb up the ranks, and making killed ai get knocked to zero when killed.) And make the actual game a website too.
The way almost all enemies always face you I think would give it away. Having them face a random enemy with closer ones being more likely might look more natural
Another thing this would need to be convincing that I haven't seen anyone mention is.. they need to not perfectly face you all the time. No human player is that pixel perfect with their mouse. They would need to turn randomly and at different speeds, with the odd random flick around towards another enemy for instance. Stuff like that
@@TheTMNTurtle You don’t have to be a sassy ass just because this guy didn’t read the comments like a bible, and actually tried out the game bruh. There’s a lot of other people who complain on the internet so thank you, savior
@@bahnny yeah, i play surviv a lot, and it centers around mp. there's a lot of bots but those aren't artificial; players made them because they like hacking ig
@@galaxyofreesesking2124 krunker and surviv dont have bots, it would be too complex to make fake multiplayer for surviv with it being battle royale and complex, and too hard to find a balance between straight up hackers and noobs in krunker
Add: - Characters will stand for a moment, slowly spinning, or will simply stand there rather than immediateky engaging with the player upon spawn. - Some enemies may randomly attack the "noob" player upon sight, seeing a free and easy kill, with the exclusion of the "noob" player, who is a total idiot. - A secondary noob player, who is much like the "enemy", but will occasionally try to attack, only at a slower, much more poor rate. - Actual leaderboard, but with kills capped at 234 because who tf would play this game for that long?
Just some quick feedback, the AI locking on to you flawlessly looks VERY bot-like. Maybe adding more jittery looking directions or a degree of inaccuracy would be more human-like
I'd say instead of having a separate hostile ai to attack the other ai's just have the ai target who's closest regardless of if it's the player or ai (or actually what I would probably do is have it "lock on" to someone within a certain range and then change when they die or leave range and maybe have a chance of changing to someone closer to simulate how people kinda get tunnel vision when focused on one target and to prevent just like, wildly switching back and forth between pursuing different targets.)
Not gonna lie- if Agar.io, Slither.io, etc were actually multiplayer and someone did a lil spin, I'd 100% team with them and kill anything in their path
Would suggest 3 things: 1. all enemies need to go after the health drops at some point, maybe it needs a radius but that radius needs to be a conceivable screen size. 2. Normal enemies should randomly switch to the hostile enemy type when in range of other enemies, The random chance should be proportional to how close the enemies are together. 3. There should be a small chance of a n00b player becoming either a hostile enemy or a normal enemy at any time, and an even smaller chance that a normal enemy will freeze, become a n00b or disappear with the words "disconnected" over head... I think these would take the believability of the game to over 9000.
Things I would change: More AI variations and more AI players that attack other AI players. There’s still too many players just attacking you. Make an actual leaderboard, but make it easy to get to the top: Most of the fun comes from being the best.
There are many games that give you the option of communication, and the other players show intelligence and understanding that no common AI can show. So, unless IO games secretly hold the technology of incredibly complex AI, i think it is safe to say the some IO games are actually multiplayer (also if you can play with your friends it means a server actually exists which defeats half the points of faking multiplayer
@@wolfetteplays8894 I mean, that is true. But i hardly believe IO games developers have access to one that mimic humans this good when triple A games still have choice based dialogue instead of open communication with NPCs.
almost every single multiplayer game ever made will replace empty slots with bots. that's SO common and everyone is 100% aware of it. that doesn't make a game "fake multiplayer"
If you could figure out how to make it the playable on mobile phones, I'm sure it will get more downloads. It would be a better way to get more people to download it
- make bots attack each other more often - add fake lagging to some bots ie teleport them around a few pixels in random intervals - make bots not move for 1 to 5 seconds after spawning, as if a player needs a few secs to realize the game has started
agree. I think spawn in fake players need to spawn in facing north same as the player and yea slight delay. and definitely the fakes should be more wary of the nearest bot, trying to face them to stave off attacks. next step would be processes for AI to decide who to attack. nearest? the one attacking? the one running? leave a powerful killer alone and run away? team up? could get complex...
I would add a health bar above or by the enemy's name. In my opinion, it would be a lot more fun to pick up a defeated enemy weapon instead of buying them. New spawn players would scramble to find a weapon on the ground quickly, be faced to outsmart a wielding enemy, or take advantage of a low health enemy.
There is always these players in ever game: The Teamers They will run around the map, close together, and if one get below half health they will run away and their friend will battle you. If they both get below half health, they will attempt to run away, however they are very scared and doesn’t go in a straight line (which means you’ll be able to catch up to them.)
Me and my brother have managed to get into the same server in slither.io but it does take multiple tries. I'd suggest one of you stay in the game and the other keep joining games after reloading the page until they get into the same one.
There are certainly a lot of .io games that have actual multiplayer. I don't know why he was saying most of them weren't, when most of the ones I'd tried with friends we could actually manage to get into the same server a lot of the times. The mobile ones are almost always fake multiplayer though.
Just see if the game has chat, if it does, you know it’s multiplayer Edit: read replies before replying Edit 2: since some people won’t read the replies like I ask them to IN THE COMMENT I’m going to put it here that bots can use chat, but they can’t have realistic back-and-forth conversations with a player that don’t break.
Looks great, you should make one of the stronger bots be guy in orange gi, and have another secret character be vageta or something.......maybe king Kai or oolong
Maybe a fun little addition would be a score traker that would calculate all the different people' scores and put them into the leaderboard even tho they are not playing multiplayer, another thing would be if the enemies were attacking you by chance and not always straight up coming towards you, for an example: When you're new into the game higher % enemies would attack you due to your lack of strenght and as you progress some of them will try running away instead of fighting to death with you, but otherwise, a fun lil' game
there should be something put in to make sure that most ais dont perfectly track where you are, since not everyone is gonna be very good at aiming, and almost no one would be perfectly following you move. not sure how that'd be done but it'd help with making it feel like you're playing multiplayer. another thing would be to have enemies space themselves away from other enemies, or if they get too close to another enemy, to quickly attack that enemy before turning back to you or something. again, not sure how easily that could be done. very good so far tho :)))
Maybe for the "not perfect looking-at-you" movement, maybe delay the "looking mechanism" for some players. There are players with holy shit ton of skill that just keeps aiming at you
@@grunt655 yeah, i was thinking adding a bit of jitter or pausing sometimes to the aim, since even if they can keep track of you it wont be perfectly smooth
My fist thought is to have a view target which is where they are autolooking now. Add or subtract a random amount from that to account for imprecise aiming, then move their current aim towards that with a limited speed.
Should make new ai like: (updated edit) Teamers: which teams with a random player (player or npc) Passive (or scaredy-cat) : avoids fighting and runs away from players Annoying players(camper) : just only attacks you and camps in your spawn Color gang: up to 3-5 npc which are same color and gangs up on other npc or you (unless the same color)*really dumb* Hacker: extra speed extra damage and extra HP with 100% hits and no misses Aggressive noob: Charges at you but only has a fist Laggy: Teleports, longer range, 50% of getting hit and does 20% more dmg and maybe attacks 2 times per hit AFK: free XP Grindy player: somehow has like 80% more better items than you Op noob: better items but still a noob
Please add teamers and Npcs that are using GIOG (guy in orange gi), because it wouldn't make sense if you only can be him, and the teamers npcs spawn together and as you guess it, they fight together, and make the noob actually fight but they will most likely lose
A couple things to consider when making fake multiplayer: Movement: It would be more realistic if the AI movement had the same 8 directions and acceleration/velocity as the player. Aim: It would be more realistic if the AI had to move their aim the same way a player would.
His programming was all over the place. He made extra effort by making bots being able to distinguish between bots and the player. For what reason? They shouldn’t be able to tell a difference
Bit late to this but wanted to add my 2 cents. The enemies should have simulated "mouse drift" and shouldn't always be facing the player. They track far too well. Way to pull the the curtain back, send my regards to Oz.
It’s so funny that I completely forgot at one point this game wasn’t multiplayer and I was about to comment about how starting weapons and the secret goku aren’t fair to the other players, LOL
bots should have the possibility of becoming hostile when close to each other, enemies with higher weapons should be worth more KOs (ramp up # of KOs needed for latter upgrades when you do so), have noobs sometimes 'return to the game'
Make about half the enemies focus on the closest "user" to them, and give them all a wobbly angle range to face that is in the general direction of their target but not directly at it. The constant grouping on you, never grouping on each other, and always pointing EXACTLY at their target is a pretty fast give-away that these are bots. Otherwise, very nice!
A nice addition would be being able to pick up dead enemy's weapons so theres an incentive to team up against those katanas (if it was in real multiplayer) or just being rewarded by hard to kill bots
you can also add these types of enemies -The hider = Hides in a corner of the map, Upon hiding him he runs or attacks you. (Higher chance of running than attacking) [List of chance to become an hider with an weapon] [No Weapon - 15%( *fear* )] [This fist thingy add up - 5%] [Bat - 3.5%] [everything else after this would be 1% until one point] [Pickaxe - 5%] [Bat upgraded - 10%] [Spear - 25 %] [Spear 35% (Doesnt want to lose a high streak) ] [Katana 10% (Scared to lose his katana/Streak)] -The teamer = Spawns automaticlly in a group of 3-5, Every AI have an 10% chance to Aim for the player (hunt down) each 20 seconds, When an AI hunts down the player, If the AI gets to 75% hp or lower the others AI will run at a fast rate to his location to help him fight against the player. [List of what they can spawn with] [Bat - 7.5%] [Knife - 5%] [Pickaxe - 2.5%] [Bat Upgraded - 1%] [Spear - 0.5%] [Axe - 0.1%] [can be a try hard too, 3% to be a tryhard but they have 20% less hp] [Tryhard only Katana - 0.05%] -Also u should make tryhards a hostile AI. I mean it will have a streak like the player so getting 5 AIs killed will get him the fist thing , etc But he only targets an AI with 25%. and has a bigger chance to spawn with no weapon and a bigger chance of spawning with an katana. Also make Noob ais Spam their fists and actually target you when u get close to him and they sometimes will just move sideways while they're targetting you. Make normal AIs move sideways while backing up And make normal Noobs become a hider once their hp is below 15%, and Normals become a hider with 10% if their hp is below 10%. Make The - goku - Skin only accessable if u once had 50+ Kill streak and u need to buy it with 100 coins. Cause op. and also you can add perks to buy in the shop (Can equip only 1 (2 if u bought second slot for like 50 coins) Perk at a time) Knockback(I,II,II,IV,V) -- Just knockback upgrade. [Knockback] [We'll use Studs (Squares) In the map to indicate the knockback.] [ Knockback I = 35 Coins, You do knockback Now! Half a stud. ] [ Knockback II = 50 Coins, You do bigger knockback now. Wonder why you need more? a Stud.] [Knockback III = 85 Coins, Wow uh, Thats a solid knockback.. (+Stun for 0.1 second) 1.5 Studs.] [Knockback IV = 135 Coins, Pretty op.. (+ Extra cooldown of 0.5 seconds, +Stun for 0.3 seconds) 2.5 Studs] [Knockback V = 175 Coins, Im pretty sure you can knock people out now. (+Cooldown 1 second, +Stun 0.5 second) 3.25 Studs] Thats all i have to say!
You should've made it so an enemy comes close to another enemy they will start attacking each other instead all of them looking at you and targeting you
This reminded me of the time in 4th grade me and one of my friends had computer class together and decided to test the fake multiplayer. After a few tries logging on one after the other, we found two things: One, that there are about 3 set servers at any time/place, as we saw 2-4 different leaderboards pop up (which was how we figured out if we were playing on the same server). 2, that because of the leaderboard thing, we could see that there were a good number of fake players, BUT as me and my friend were able to meet in a corner of the map and play the game together, some players must also be real. It's kinda like taking a really shitty-functioning product and making it look amazing so more people buy it.
Other AI ideas: The Defender: Will run away from most enemies and will punch randomly or if they get too close. The Gang: The gang will spawn as several players, usually with the same color and or same name, they will never attack each other, only other players. The Power Up hunter: Will act like the defender until they find a power up, at which point they will attack everything. The Weapon Hunter: The same as the Power Up Hunter, only with weapons. All AIs: They will actually attack each other and not just the player. Some will spawn without items, some will spawn without power ups, some will spawn without both. The ones that start without both are usually the newbie characters.
If you want to upgrade the username system, a good idea could be to make it so another enemy with the same username as another enemy can’t spawn unless the original enemy either despawns or dies, and if they despawn the weapon of the enemy with the same username has to have either the same or a higher level weapon as the original because they might have upgraded their weapon through kills, but if they die they have to have the same weapon because that’s their starter weapon
To make this more believable, I would suggest that the skill of the enemy is changed if the enemy spawns with a better weapon, showing experience and skill because of the time it requires to gain each starter weapon.
One thing that makes it obvious it’s bots is that they have perfect sun staring at you when they are going for you. Also I would make it so that they just go for the nearest enemy unless if it’s already in a fight because sometimes it still looks like they are ganging up on you.
2000s game dev: I made a working multi-player for my game, now players can play together! 2020s game dev: I made a fake multi-player so I can trick people into thinking they're playing with others!
A mobile version would be really cool and the multiplayer is really realistic the way to make the game better is to add more wepons and make the health,kills,coins and everything on that place should be a bit bigger because it makes the screen look empty,maybe adds more secrets and a better main menu.Good job
Ive watched at least a dozen other game design channels on UA-cam and gonna be honest, im 3 minutes in and your sense of humour is already astronomically better than anything ive seen. Bravo.
A fix, When they spawn they turn to the player within a millisecond. Like, if I joined an IO game i wouldn't snap to the nearest person that fast and run at them, I casually start working my way up to really fighting.
Some .io games do have real online, when I was in elementary school and I played slither.io with my friends, we often found each other, proving that it is really multiplayer, also it’s real in shellshock too, the ones with fake multiplayer are mainly the crappy mobile games
You should make it so if you kill someone with a higher weapon, you get the weapon. Also make it so that the name list picker doesn’t pick a name that has already been picked
you should've added a random delay on reaction time when the bot just spawned in front of you. a chance for them to just spectate or randomly become afk then lastly add a hostility proxy which makes bots fight each other if they get too close this might even allow a group to target a single bot making it look more realistic since you get targeted too
okay, so a few things i actually want to suggest; • when normal/tryhard enemies first spawn, give them a "cooldown" that makes it so that they don't immediately begin fighting. this makes it really seem like it's a person who's logged in, since a very small amount of people will log in and literally immediately start killing. • when fighting tryhard enemies, give it a small chance to despawn at low health. this will make it look like someone's combat logging to prevent death, which for something titled "tryhard" i think is a good detail. • make noob enemies despawn after a random amount of time in front of the player's view, even if they're being attacked. makes it look like those newbies who are like "nah this is too hard" • make tryhards have a chance to go after noobs instead of the player. this will make it look like it's a vet taking advantage of a new guy to get free kills. • and lastly, if not already implemented, don't let noob characters have starter weapons. this will make it more believable that they're actually noobs.
hole.io used to be the game i play at work on the toilet. Then the thought occurred to me that my phone reception is awful in there and i realized it had to be fake. It was fun while it lasted lol
hmm... this game is missing some things to looks like more real 1- the teamers (the ones that spins to you and you spin back and this indicates teaming) the GDs (not GD geometry dash but GD Godenot wich is a famous youtuber that plays .io games and because of him many people use the [GD] Tag in every famous .io game that he already played)
That's why we have an universal way of determining if a player is a bot, you spin in circle near them, and if they spin back, they are real.
ez just code that in
@@brandonstevens6886 true but no one does that yet so still viable
@@baumber1919 Yeah that's fair. In my opinion the best way is to either check the log looking for websocket requests (which would indicate multiplayer) or turning off wifi once the game has loaded to see if the players are still moving which would indicate ai, however that cannot always be trusted as the game could easily implement a check for network status. The reason why these games do so well is really because of how easy it is to fake, even for someone with the technical knowhow.
Or T bagging while looking up and down
@@brandonstevens6886 even if you monitored the websocket requests they can just be fake too lmao
it's a problem that most enemies go directly to the player. They AIs should see NPCs and player as the same
this.. unlike Mario Kart, this really is just the player vs the rest
Reply to Comment by Peter Auto
Yeah
@@12DAMDO true
Easier said than done m8
U shoud add a an 'enemy ' that spins around upon seeing you intending to team,it starts to follow you for a while without attacking you then all of a sudden it backstabs you. Cant have a game without teamers and backstabers. (Hope you tak e my suggestion 😉)
This was 11 months ago.
@@_epiphany5621. though it is getting recommended to everyone now
Oh god please no i already suffered enough because of teamers in Brawlstars
@@borger4505 hell yeah. I'm a Brock main, I always play showdown, and I hate Edgar so much. And when people start teaming with Edgar, I instantly lose my mental health..
@@ahlatagaci2018 i feel really happy about stopping to play Brawl stars, as good as the game was unbalanced characters along with a really toxic community ruined everything
As someone who writes AIs for other games, I'd say that there's many ways to make the AI more believable. Like trying to backstab players who are already fighting, running away when losing, actively searching for pickups, etc. Basically: Actively think about what you'd do yourself in a given situation and then code that into AI.
@@thealarm7057 but it's supposed to look like multiplayer for the people who don't know it's fake
And having multiplayer in an actual multiplayer game doesent mean they added effort bc players being good at a game doesent mean the creator added effort.
You do realize your watching bad gamedev not good game dev right
@@esolbdivad Bad gamedevs dont make quallity games like these
@@alexskorpik11play79 This is not a quality game
@@cris5555 but did i ask? thats right, who gave you the talking instinct, nobody. So all right, PEOPLE HAVE DIFFERENT OPINIONS.. thats right, a guy like me can have opinions, so can you understand that your self being is unaware of that? thats right, you dont know people AND YOU have opinions.
Simple ai to implement: every tick, pick the nearest enemy within a certain range to fight. If hp >25% then commit to fighting (even if hp drops below 25%) but if hp
What
@@BLACK_FORTYFIVE fight or flight, essentially
@@GamersCorner2134 makes sense
yes
Hmm yeah
How to make true fake multiplayer:
- *random name* joined the game
-*random name69* logs off
YES
He’s not wrong
True tho 😟
yes
@@MixedSnowFox I mean... No? Two of the examples in the intro have this exact thing. Lmao
says multiplayer game, all enemies constantly aim at you
Yeah, I'm surprised he never did anything about that, or even brought it up.
Edit: I notice a lot of people not understanding what I mean. He may have talked about it and worked on a "fix" for it, but the fix didn't actually fix it and he doesn't bring that up. That's what I mean. He didn't actually fix the problem and then doesn't mention that he didn't fix the problem, just goes on as if it is fixed.
Yeah it's like all the players/bots don't like you
@@MRBFDTL "look at this noob lmao"
"lets bully him"
The leaderboard that never gets updated and it seem you can outrun enemies 100% of the time.
8:57
When the bots are always perfectly looking at the middle of the player, it looks a bit awkward. It would be slightly more believable if they looked like they were delayed and trying to acquire the target
and probably sometimes make them randomly snap their view or just look at a general direction, don't need to perfectly stare at the player's soul
the game he showed in the video called "shellshockers" (with the eggs vith an ak47) actually has player cuz there is an chat
not only do 90% of other "players" always aim at you, they do so with unnaturally smooth & accurate turning
hater
@@AD-wg8ik how are they hating? theyre just saying what could be improved
@@sourfar r/wooosh?
@@SquirrelTheorist what was the joke?
@@sourfar none, reddit rotted their brain
The “players” never target other “players” but me. Some “players” while fight happens to be out of a screen for a second and vanished. But still, it’s a quite fun game:))
It is pretty fire thi
Joshua Childs ye, i know right?
Yeah
Teamers in a nutshell
I like how he made Minecraft and an FPS shooter in Gamemaker, a 2D Engine
Edit : Ik there are a lot of smart people out there who can ruin a joke by logical explanations, I don't have any problem with your comments but stop commenting the same thing as that stickman guy. You can still debate on 2d and 3d though.
@@cewla3348 You are the reason I can’t
3d and 2d are illusions, its all flat on a screen meaning its all 2d
this means you can create a 3d fps in scratch if you wanted to (hence why people have already done it)
@@jamasteranimations2206 the example you gave must be the worst one for what you are trying to say lol
@@RemasterExpert i know what im talking about.
its difficult, but you can make a 3d game in any 2d game engine.
im serious
@@jamasteranimations2206 They know they just found it surprising when they 1st saw it.
Another good thing to add is to have the ai switch focus on other ai from time to time if they get close so it looks more real. And make the player tracking slightly less precise
nice pfp flag for a country dude!
You designed the enemy AI with the wrong approach. Why can the enemies tell the difference between the player and other enemies? There's no reason to do this if you want fake multiplayer.
Yeah, and it's really strange how when a enemy picks a target, he doesn't seem to change it until it's dead.
True
Agree, they should go after whoever is closest to them. And to keep them from turning around instantly as soon as someone comes just one pixel closer than their previous target, have the check on a random 1-10s cooldown.
read his channel name, that's why.
the part about the AI attacking other players probably has to do with trying to make it actually engaging for the *person* playing it. If the AI saw every other character as a player then youd have a lot less people directly fighting you. I definitely think he should increase the chance of the AI targeting another bot but making the AI see the player and the bots as the exact same is probably going a little too far
you should make the ai turn from regular enemy to hostile when another bot is closer than the player
Also add "regions" where when selected, set the list of names to a different list with different names
EDIT: Since this has gotten more likes, make the leaderboard work (via giving the ai random amounts of kills, and when the ai kill other bots, they gain a kill, and having the player be able to climb up the ranks, and making killed ai get knocked to zero when killed.)
And make the actual game a website too.
Perfect suggestions. I don't know why this doesn't have any replies lmao
Why did you write so much🤨
@@ImALankyBoxBasementDweller "so much"? Its like a single paragraph ffs. Go back to twitter.
„Hostile AI“:
Make 2 out of 100 AI fight against each other so the player won’t notice the other 98 fight only the player
sMoARt
omg the talent
The way almost all enemies always face you I think would give it away. Having them face a random enemy with closer ones being more likely might look more natural
Another thing this would need to be convincing that I haven't seen anyone mention is.. they need to not perfectly face you all the time. No human player is that pixel perfect with their mouse.
They would need to turn randomly and at different speeds, with the odd random flick around towards another enemy for instance. Stuff like that
Literally every comment from days and weeks ago mention this.
But yours from a day ago is gonna do it. Thankyou, Savior.
@@TheTMNTurtle nobody asked
Also they spawn in moving towards the player.
@@thesetaintedsouls I don’t recall needing to ask for permission to comment….
@@TheTMNTurtle You don’t have to be a sassy ass just because this guy didn’t read the comments like a bible, and actually tried out the game bruh. There’s a lot of other people who complain on the internet so thank you, savior
I love how he was inspired by slither io when it's not fake multiplayer, there's just an option to play with bots on mobile when you have no internet
Ok than what was the point of saying that if there’s an offline mode
Lot of them are fake
There are slot of mobile games that are fake multiplayer such as paper.io on the phone
@@PickledPickles-ir6gq offline mode is against bots duh
Can confirm slither is real have just tested no I don’t have a life
"isn't really multiplayer"
**shows a game that's known for being actually multiplayer**
@FBI krunker i think
That was most of them to be honest. Agar, and surviv both have big mp communities, with some bots to fill it out during empty times.
@@bahnny yeah, i play surviv a lot, and it centers around mp. there's a lot of bots but those aren't artificial; players made them because they like hacking ig
@@galaxyofreesesking2124 krunker and surviv dont have bots, it would be too complex to make fake multiplayer for surviv with it being battle royale and complex, and too hard to find a balance between straight up hackers and noobs in krunker
@@LynchtheFinch they have bots. people make bot accounts to play for them wdym
Add:
- Characters will stand for a moment, slowly spinning, or will simply stand there rather than immediateky engaging with the player upon spawn.
- Some enemies may randomly attack the "noob" player upon sight, seeing a free and easy kill, with the exclusion of the "noob" player, who is a total idiot.
- A secondary noob player, who is much like the "enemy", but will occasionally try to attack, only at a slower, much more poor rate.
- Actual leaderboard, but with kills capped at 234 because who tf would play this game for that long?
Just some quick feedback, the AI locking on to you flawlessly looks VERY bot-like. Maybe adding more jittery looking directions or a degree of inaccuracy would be more human-like
Make the enemy attack a random spot close to the player
I'd say instead of having a separate hostile ai to attack the other ai's just have the ai target who's closest regardless of if it's the player or ai (or actually what I would probably do is have it "lock on" to someone within a certain range and then change when they die or leave range and maybe have a chance of changing to someone closer to simulate how people kinda get tunnel vision when focused on one target and to prevent just like, wildly switching back and forth between pursuing different targets.)
But also a random chance to change target
just set the name spin=team and spin, if it's online, someone would definitely spin with you
Not gonna lie- if Agar.io, Slither.io, etc were actually multiplayer and someone did a lil spin, I'd 100% team with them and kill anything in their path
@@Z.A.N.E I think Slither.io is actually online
@@veronicaoviedo711 so is agar
Cause slither and agar were the OG .io gamea
@@Z.A.N.E both are actually multiplayer lmao
It kinda ruins the illusion when most of the enemies face you despite having other enemies nearby
Would suggest 3 things:
1. all enemies need to go after the health drops at some point, maybe it needs a radius but that radius needs to be a conceivable screen size.
2. Normal enemies should randomly switch to the hostile enemy type when in range of other enemies, The random chance should be proportional to how close the enemies are together.
3. There should be a small chance of a n00b player becoming either a hostile enemy or a normal enemy at any time, and an even smaller chance that a normal enemy will freeze, become a n00b or disappear with the words "disconnected" over head...
I think these would take the believability of the game to over 9000.
The trickster
and also they should have a 0.5 to 3 second delay when they spawn because it would look like the "players" are getting ready to fight
4. adding an AI that disconnect midfight when low lol
Things I would change: More AI variations and more AI players that attack other AI players. There’s still too many players just attacking you.
Make an actual leaderboard, but make it easy to get to the top: Most of the fun comes from being the best.
about a weird player that will circle around other ai like crazy 6 yearolds trying to annoy people
if he is going to make the not look at him as much he should keep it for the "guy in orange gear" just because.
@@medranosiblings and always make those ones red and blue (you know why)
@@coltonkarpes9634 lololo
@@coltonkarpes9634 ye the annoying orange gi year old
There are many games that give you the option of communication, and the other players show intelligence and understanding that no common AI can show.
So, unless IO games secretly hold the technology of incredibly complex AI, i think it is safe to say the some IO games are actually multiplayer (also if you can play with your friends it means a server actually exists which defeats half the points of faking multiplayer
AI has existed since the 70’s. It’s not that unbelievable
@@wolfetteplays8894
I mean, that is true.
But i hardly believe IO games developers have access to one that mimic humans this good when triple A games still have choice based dialogue instead of open communication with NPCs.
almost every single multiplayer game ever made will replace empty slots with bots. that's SO common and everyone is 100% aware of it. that doesn't make a game "fake multiplayer"
If you could figure out how to make it the playable on mobile phones, I'm sure it will get more downloads. It would be a better way to get more people to download it
- make bots attack each other more often
- add fake lagging to some bots ie teleport them around a few pixels in random intervals
- make bots not move for 1 to 5 seconds after spawning, as if a player needs a few secs to realize the game has started
agree. I think spawn in fake players need to spawn in facing north same as the player and yea slight delay. and definitely the fakes should be more wary of the nearest bot, trying to face them to stave off attacks.
next step would be processes for AI to decide who to attack. nearest? the one attacking? the one running? leave a powerful killer alone and run away? team up? could get complex...
And put like hackers players wich has random spawn in the match
I would add a health bar above or by the enemy's name. In my opinion, it would be a lot more fun to pick up a defeated enemy weapon instead of buying them. New spawn players would scramble to find a weapon on the ground quickly, be faced to outsmart a wielding enemy, or take advantage of a low health enemy.
No that would the awful
@@CinnamonOwO why
@@LukeTheSchoolBoy And he never replied again....
You should add a lagging enemy for the true multiplayer
Also make it so that the player sometimes bugs out
There is always these players in ever game: The Teamers
They will run around the map, close together, and if one get below half health they will run away and their friend will battle you. If they both get below half health, they will attempt to run away, however they are very scared and doesn’t go in a straight line (which means you’ll be able to catch up to them.)
Yeah dont forget they have the same color and almost the same username
i tried to play these games with my brother once, i always wondered why we never got in the same match together.
because the servers have lots of players lol
Me and my brother have managed to get into the same server in slither.io but it does take multiple tries. I'd suggest one of you stay in the game and the other keep joining games after reloading the page until they get into the same one.
There are certainly a lot of .io games that have actual multiplayer. I don't know why he was saying most of them weren't, when most of the ones I'd tried with friends we could actually manage to get into the same server a lot of the times.
The mobile ones are almost always fake multiplayer though.
Same
BeeFuzz
@@cool_bug_facts you can just add some perlin noise to their movement/look direction
@@genzuo Perlin noise seems to be the solution to everything.
@@GhostGlitch. yep, pretty much
Not really, it would just change the problem from "Why are they all looking at the player?" to "Why are they all locking onto the player?"
@@elsuperfish easy fix to that would be to make other bots fight eachother organically, maybe make so they also back away from possible 2v1's
Just see if the game has chat, if it does, you know it’s multiplayer
Edit: read replies before replying
Edit 2: since some people won’t read the replies like I ask them to IN THE COMMENT I’m going to put it here that bots can use chat, but they can’t have realistic back-and-forth conversations with a player that don’t break.
Agar.io is multiplayer yet doesn't have chat
And so does slither.io, diep.io, and a lot more that I forgot about
@@SilverKnightGoAnimate yes, but if it does you know it’s multiplayer
shellshockers
Goat Simulator MMO
Him: "Look how much money this fake multiplayer game make!"
**while showing an actual real multiplayer .io game**
What real game ? It looked cool I wanna try if it's a real multiplayer game
@@Soabac Slither.io has an actual real multiplayer
@@amvymavy so do agar.io
and krunker.io
not all .io games have real Multiplayer, but many do
@@foxi13x Yeah. We should blame Vodooo, the game developer who actually makes the majority of these fake multiplayer .io games
@@amvymavy aren't voodoo just a publisher?
Looks great, you should make one of the stronger bots be guy in orange gi, and have another secret character be vageta or something.......maybe king Kai or oolong
Guy in blue clothes
Guy in dark purple, yellowy blue clothes
0.80 chance to spawn
Guy in orange gi vs Vegetabel
My guy just wants this to be a drgonball game smh
Maybe a fun little addition would be a score traker that would calculate all the different people' scores and put them into the leaderboard even tho they are not playing multiplayer, another thing would be if the enemies were attacking you by chance and not always straight up coming towards you, for an example: When you're new into the game higher % enemies would attack you due to your lack of strenght and as you progress some of them will try running away instead of fighting to death with you, but otherwise, a fun lil' game
there should be something put in to make sure that most ais dont perfectly track where you are, since not everyone is gonna be very good at aiming, and almost no one would be perfectly following you move. not sure how that'd be done but it'd help with making it feel like you're playing multiplayer. another thing would be to have enemies space themselves away from other enemies, or if they get too close to another enemy, to quickly attack that enemy before turning back to you or something. again, not sure how easily that could be done. very good so far tho :)))
Maybe for the "not perfect looking-at-you" movement, maybe delay the "looking mechanism" for some players. There are players with holy shit ton of skill that just keeps aiming at you
@@grunt655 yeah, i was thinking adding a bit of jitter or pausing sometimes to the aim, since even if they can keep track of you it wont be perfectly smooth
My fist thought is to have a view target which is where they are autolooking now. Add or subtract a random amount from that to account for imprecise aiming, then move their current aim towards that with a limited speed.
Should make new ai like: (updated edit)
Teamers: which teams with a random player (player or npc)
Passive (or scaredy-cat) : avoids fighting and runs away from players
Annoying players(camper) : just only attacks you and camps in your spawn
Color gang: up to 3-5 npc which are same color and gangs up on other npc or you (unless the same color)*really dumb*
Hacker: extra speed extra damage and extra HP with 100% hits and no misses
Aggressive noob: Charges at you but only has a fist
Laggy: Teleports, longer range, 50% of getting hit and does 20% more dmg and maybe attacks 2 times per hit
AFK: free XP
Grindy player: somehow has like 80% more better items than you
Op noob: better items but still a noob
What if he also adds bits that sometimes spin like asking for team
And some that just instantly rush you
that will be a hella lot more realistic it they added these types of ai
Hacker: someone with impossible movements that teleports behind you and stuff. Just to make it realistic
@@Houtblokje but make it very rare so there seems like a anit-cheat
"So that no more than like two people spawn with the same username." 12:01
shh
BadGameDev isnt the same as BadGamedDev
?
That's where I come in!
XD
Please add teamers and Npcs that are using GIOG (guy in orange gi), because it wouldn't make sense if you only can be him, and the teamers npcs spawn together and as you guess it, they fight together, and make the noob actually fight but they will most likely lose
A couple things to consider when making fake multiplayer:
Movement: It would be more realistic if the AI movement had the same 8 directions and acceleration/velocity as the player.
Aim: It would be more realistic if the AI had to move their aim the same way a player would.
His programming was all over the place. He made extra effort by making bots being able to distinguish between bots and the player. For what reason? They shouldn’t be able to tell a difference
@@oz459 You have a point tbh
And more %RAND%!
Bit late to this but wanted to add my 2 cents. The enemies should have simulated "mouse drift" and shouldn't always be facing the player. They track far too well. Way to pull the the curtain back, send my regards to Oz.
3:32 he had the chance to create the lagging player
That would be funny
You should make them stand still for a split second when they spawn in to emulate someone processing everything going on
Could make it so other "players" fight each other if they are close enough to one another, just to be more belivable
It’s so funny that I completely forgot at one point this game wasn’t multiplayer and I was about to comment about how starting weapons and the secret goku aren’t fair to the other players, LOL
Add a coward enemy that just runs around and avoids fights
how he casually says "I accidentily made a first person shooter" and then "oh crap"
There should always be a high probability that any given player or bot is fighting multiple enemies at once
6:05 When you walk into a lobby and everyone is facing you; NORMAL
bots should have the possibility of becoming hostile when close to each other, enemies with higher weapons should be worth more KOs (ramp up # of KOs needed for latter upgrades when you do so), have noobs sometimes 'return to the game'
All the enemy's are staring straight at you, or an other bot their fighting with is kinda sus.
Make about half the enemies focus on the closest "user" to them, and give them all a wobbly angle range to face that is in the general direction of their target but not directly at it.
The constant grouping on you, never grouping on each other, and always pointing EXACTLY at their target is a pretty fast give-away that these are bots.
Otherwise, very nice!
keep growing brother
i thought this was 7 mins ago lol
A nice addition would be being able to pick up dead enemy's weapons so theres an incentive to team up against those katanas (if it was in real multiplayer) or just being rewarded by hard to kill bots
you can also add these types of enemies
-The hider = Hides in a corner of the map, Upon hiding him he runs or attacks you. (Higher chance of running than attacking)
[List of chance to become an hider with an weapon]
[No Weapon - 15%( *fear* )]
[This fist thingy add up - 5%]
[Bat - 3.5%]
[everything else after this would be 1% until one point]
[Pickaxe - 5%]
[Bat upgraded - 10%]
[Spear - 25 %]
[Spear 35% (Doesnt want to lose a high streak) ]
[Katana 10% (Scared to lose his katana/Streak)]
-The teamer = Spawns automaticlly in a group of 3-5, Every AI have an 10% chance to Aim for the player (hunt down) each 20 seconds, When an AI hunts down the player, If the AI gets to 75% hp or lower the others AI will run at a fast rate to his location to help him fight against the player.
[List of what they can spawn with]
[Bat - 7.5%]
[Knife - 5%]
[Pickaxe - 2.5%]
[Bat Upgraded - 1%]
[Spear - 0.5%]
[Axe - 0.1%]
[can be a try hard too, 3% to be a tryhard but they have 20% less hp]
[Tryhard only Katana - 0.05%]
-Also u should make tryhards a hostile AI.
I mean it will have a streak like the player so getting 5 AIs killed will get him the fist thing , etc
But he only targets an AI with 25%.
and has a bigger chance to spawn with no weapon and a bigger chance of spawning with an katana.
Also make Noob ais Spam their fists and actually target you when u get close to him and they sometimes will just move sideways while they're targetting you.
Make normal AIs move sideways while backing up
And make normal Noobs become a hider once their hp is below 15%, and Normals become a hider with 10% if their hp is below 10%.
Make The - goku - Skin only accessable if u once had 50+ Kill streak and u need to buy it with 100 coins. Cause op.
and also you can add perks to buy in the shop
(Can equip only 1 (2 if u bought second slot for like 50 coins) Perk at a time)
Knockback(I,II,II,IV,V) -- Just knockback upgrade.
[Knockback]
[We'll use Studs (Squares) In the map to indicate the knockback.]
[ Knockback I = 35 Coins, You do knockback Now! Half a stud. ]
[ Knockback II = 50 Coins, You do bigger knockback now. Wonder why you need more? a Stud.]
[Knockback III = 85 Coins, Wow uh, Thats a solid knockback.. (+Stun for 0.1 second) 1.5 Studs.]
[Knockback IV = 135 Coins, Pretty op.. (+ Extra cooldown of 0.5 seconds, +Stun for 0.3 seconds) 2.5 Studs]
[Knockback V = 175 Coins, Im pretty sure you can knock people out now. (+Cooldown 1 second, +Stun 0.5 second) 3.25 Studs]
Thats all i have to say!
BadGameDev: enemies with katanas are extremely rare
me: boots game, first found bot has a katana
BRUH
You’re just lucky
@@snail9552 oh Jesus it’s a furry. Im calling the UA-cam moderators
@@danieltheprotogen I’m confused
@@CoroFNF wait sir, I am the anti furry police, I’m undercover so I can kill them easier!
@@danieltheprotogen don't do that
You should've made it so an enemy comes close to another enemy they will start attacking each other instead all of them looking at you and targeting you
This reminded me of the time in 4th grade me and one of my friends had computer class together and decided to test the fake multiplayer. After a few tries logging on one after the other, we found two things: One, that there are about 3 set servers at any time/place, as we saw 2-4 different leaderboards pop up (which was how we figured out if we were playing on the same server). 2, that because of the leaderboard thing, we could see that there were a good number of fake players, BUT as me and my friend were able to meet in a corner of the map and play the game together, some players must also be real.
It's kinda like taking a really shitty-functioning product and making it look amazing so more people buy it.
Some io games have a chat where you talk to actual people in the game that are playing it with you.
Id like to see some AI improvements. Them being able to rotate would go a huge way in making them more believable.
2:51 bro i hate when that happens
same
I accidentally call of duty
And pokemon unite
"I'll put a little bit more effort in adding usernames". Just add 50% chance for it to be 'unknown'
for extra realism, add a chance of other players with the Guy in the Orange Gi look rarely appearing.
"I accidentally made minecraft from scratch" is the best line ever
Other AI ideas:
The Defender: Will run away from most enemies and will punch randomly or if they get too close.
The Gang: The gang will spawn as several players, usually with the same color and or same name, they will never attack each other, only other players.
The Power Up hunter: Will act like the defender until they find a power up, at which point they will attack everything.
The Weapon Hunter: The same as the Power Up Hunter, only with weapons.
All AIs: They will actually attack each other and not just the player. Some will spawn without items, some will spawn without power ups, some will spawn without both. The ones that start without both are usually the newbie characters.
yess!!!
If you want to upgrade the username system, a good idea could be to make it so another enemy with the same username as another enemy can’t spawn unless the original enemy either despawns or dies, and if they despawn the weapon of the enemy with the same username has to have either the same or a higher level weapon as the original because they might have upgraded their weapon through kills, but if they die they have to have the same weapon because that’s their starter weapon
To make this more believable, I would suggest that the skill of the enemy is changed if the enemy spawns with a better weapon, showing experience and skill because of the time it requires to gain each starter weapon.
The fact that the enemies dont attack each other makes this very unbelievable
the fact that they lock on you and keeps looking at you gives away that they are ai
One thing that makes it obvious it’s bots is that they have perfect sun staring at you when they are going for you. Also I would make it so that they just go for the nearest enemy unless if it’s already in a fight because sometimes it still looks like they are ganging up on you.
2000s game dev: I made a working multi-player for my game, now players can play together!
2020s game dev: I made a fake multi-player so I can trick people into thinking they're playing with others!
A mobile version would be really cool and the multiplayer is really realistic the way to make the game better is to add more wepons and make the health,kills,coins and everything on that place should be a bit bigger because it makes the screen look empty,maybe adds more secrets and a better main menu.Good job
YES PLEASE!!!!!!!
"Guy in the orange gi is OP" he has nearly killed gods and won in a tournament with 11 DIFFERENT UNIVERSES
Also the ai rotates to the player perfectly. There could be a delay or an offset
Ah yes I love it when all these very real people are all going after me or ignoring me completely
Ive watched at least a dozen other game design channels on UA-cam and gonna be honest, im 3 minutes in and your sense of humour is already astronomically better than anything ive seen. Bravo.
The real problem is that most of the enemies look at the player. If you want convincing fake multiplayer the enemies have to react to each other.
3:00 well, about that...
I remember playing one of these IO games a long time ago without internet and being so confused about how I was getting into a server. Now I know.
I feel like all the names have the same "style" to it, they all start with a lowercase letter and have a random number at the end
A fix, When they spawn they turn to the player within a millisecond. Like, if I joined an IO game i wouldn't snap to the nearest person that fast and run at them, I casually start working my way up to really fighting.
accidently made minecraft from scratch lol
also imma sub
Some .io games do have real online, when I was in elementary school and I played slither.io with my friends, we often found each other, proving that it is really multiplayer, also it’s real in shellshock too, the ones with fake multiplayer are mainly the crappy mobile games
This is true. The fake multiplayer aspect of the bigger io games is just adding bots to fill the lobby
when you log in tf2 and everyone in the server is targeting one single person
I used to play mobile io games and all of them let the player pause the game. They didn’t even try to hide it.
He should add an enemy type that always rushes for the power ups, or maybe one that tries to avoid all other characters
As I'm watching I'm hoping he adds something that makes the other "players" not look straight at you constantly...
You should make it so if you kill someone with a higher weapon, you get the weapon. Also make it so that the name list picker doesn’t pick a name that has already been picked
you should've added a random delay on reaction time when the bot just spawned in front of you. a chance for them to just spectate or randomly become afk then lastly add a hostility proxy which makes bots fight each other if they get too close this might even allow a group to target a single bot making it look more realistic since you get targeted too
maybe also add vanishing bots? you know sometimes people just gotta quit the game at unexpected moments
“I made a huge list of usernames”
Me: sees Goku
okay, so a few things i actually want to suggest;
• when normal/tryhard enemies first spawn, give them a "cooldown" that makes it so that they don't immediately begin fighting. this makes it really seem like it's a person who's logged in, since a very small amount of people will log in and literally immediately start killing.
• when fighting tryhard enemies, give it a small chance to despawn at low health. this will make it look like someone's combat logging to prevent death, which for something titled "tryhard" i think is a good detail.
• make noob enemies despawn after a random amount of time in front of the player's view, even if they're being attacked. makes it look like those newbies who are like "nah this is too hard"
• make tryhards have a chance to go after noobs instead of the player. this will make it look like it's a vet taking advantage of a new guy to get free kills.
• and lastly, if not already implemented, don't let noob characters have starter weapons. this will make it more believable that they're actually noobs.
You should make it so that bot randomly target someone, shouldn't be bias and choose the player the most, so it feels more realistic
Agario: High bots, low humans. Slither: 99% bots 1% humans. Braains: 20-30% bots, rest humans. holeio: *Bots*
bor ist agar
not agario
or youd alos have to say slitherio
hole.io used to be the game i play at work on the toilet. Then the thought occurred to me that my phone reception is awful in there and i realized it had to be fake. It was fun while it lasted lol
krunker: humans
braains io isnt always bots
@@gloz6662 braains doesnt have bots lol
hmm... this game is missing some things to looks like more real
1- the teamers (the ones that spins to you and you spin back and this indicates teaming)
the GDs (not GD geometry dash but GD Godenot wich is a famous youtuber that plays .io games and because of him many people use the [GD] Tag in every famous .io game that he already played)
WAIT....YOU ARE MADDBZ!!??
Everyone: Always as been.
*madmaker
@@lockuplex Maddbz and Madmaker7 are the same person.
@@ColdHeart9000 ik
@@lockuplex or madDBZ
"Aw crap i accidently made minecraft from scratch this always happens." Same bud
"whoops, i accidentally made the next AAA-level indie game"