Q&A 1 - Game AI Mastery in Unity C#

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  • Опубліковано 11 січ 2025

КОМЕНТАРІ • 14

  • @___JordaN__
    @___JordaN__ Місяць тому +1

    First of all, thank you for starting this video series! As you mentioned, there are many AI programming tutorials on UA-cam, but since they come from different creators, their implementations often vary. This makes it difficult to integrate everything into a cohesive game. I really appreciate you creating a dedicated series that addresses this topic in a more structured way. Also, thank you for taking the time to respond to my question and clearing up my doubts. I'm excited to follow the rest of the series!

    • @zeusgameassets
      @zeusgameassets  Місяць тому

      I agree, there is no right or wrong way of programming something, every programmer has their own way of doing it, and it's good to see the whole perspective of someone on how they approach different challenges in making a full game.
      As for your question, mine was more like an overview answer, we'll see more concrete examples of spawning systems and pooling later in the series.
      Thanks for your feedback!

  • @TrySpy
    @TrySpy Місяць тому

    Ooo, I look forward to this series!

  • @FriedNoodlee
    @FriedNoodlee Місяць тому

    Even though I'm personally struggling to grasp the series as I am right now, I greatly appreciate your work towards making a dedicated tutorial series on this topic! This particular system definitely feels Kenshi inspired from what I can tell lol

    • @zeusgameassets
      @zeusgameassets  Місяць тому

      Please feel free to let me know exactly where you're struggling, I'm constantly improving the quality of my videos and my teaching skills, I can make a dedicated video that will go over things that were unclear.

  • @WhisperCanvas
    @WhisperCanvas Місяць тому

    3:30 Thanks man

  • @NafeesAnsari43
    @NafeesAnsari43 Місяць тому

    Are you also planning to adding vehicle AI and making them interactable with humanoid AI (Like npc driving a car)?
    And one more question are you planning to add verticality in ur NPC like so it can navigate/jump through gaps (more like parkour but not to the extreme)

    • @zeusgameassets
      @zeusgameassets  Місяць тому +1

      Thanks for these interesting questions, yes, driving vehicles is definitely planned, we're going to have land vehicles with a separate navmesh, and air vehicles like a helicopter. My original vision is to have SWAT drop from a helicopter when you commit too many crimes, something like the star system in GTA, that would be fun to make. Driving vehicles poses a lot of interesting challenges, especially for groups, in games like Arma 3, a group can board a transport vehicle like a flatbed truck, they do it one by one, it's quite fun to see in action, we'll definitely explore these in time.
      Your second question has to do with NavMesh links, they allow agents to climb ladders, jump between unconnected surfaces, I'm definitely going to add it and show how to use it when I flesh out the level design a bit. In the meantime you can watch this great tutorial by LlamAcademy on making agents climb ladders: ua-cam.com/video/8eNk_5oRxbg/v-deo.html

    • @NafeesAnsari43
      @NafeesAnsari43 Місяць тому

      @zeusgameassets thanks man for the detailed answers will look forward to the series

  • @tomaszzackiewicz8473
    @tomaszzackiewicz8473 Місяць тому

    Hi, how to make the NPCs to detect my player and attack him. It seems your detection system detects only gameObjects with the NPC component. They should detects also gameObjects by a tag or a layer.

    • @zeusgameassets
      @zeusgameassets  Місяць тому +1

      Thanks for your feedback. In the current videos, we've been building the systems that the characters will use: sensors, shooting, locomotion, pathfinding, groups, behavior trees etc. In future videos, we'll see how to use these systems together to make characters shoot at each other when they see enemies, so everything will make more sense when we get to that point.
      As for detecting by tag or layer, I don't get what your point is, we're already using a layer mask to filter out the detectable layers, and since every character has the NPC script, be it human playable characters or ai controlled characters, it makes sense to look for the NPC component.
      If in your game you don't use the same structure as I've been using, and you have other scripts, then sure, use a tag on your characters and look for that. But you'll quickly find that using a script will allow you to get more informations on what you're detecting, for example, we want to know if the character is hostile, if he's carrying a weapon, what level he is, that way the npc can decide whether to fight them or flee, these kinds of informations.

  • @WhisperCanvas
    @WhisperCanvas Місяць тому

    bro when next video is coming

    • @zeusgameassets
      @zeusgameassets  Місяць тому +1

      Working on it right now. I'm debating how to approach making videos about a stealth and combat systems, these topics are huge, the next video is probably going to cover a health and ragdoll system as a first step.

    • @WhisperCanvas
      @WhisperCanvas Місяць тому

      @@zeusgameassets thanks