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My initial problem was that enemies would just stand still after getting near enough to the player. Thankfully, I made my behaviour tree system easy to debug, as each node can report the reason why it chose to report success or failure. I can then output a debug log of the whole tree traversal. Turns out the problem was just floating point precision:
I told the AI to get 1.7 meters away from the player first before attacking. But it always ends up stopping at exactly 1.700885 meters away, making the AI think it hasn’t reached the required distance yet.
Turns out when it comes to less-than and greater-than comparisons, my code was not using my intended tolerance/threshold values.
So instead of:
firstNumber > secondNumber
it should be something like:
firstNumber - secondNumber >= -tolerance
with tolerance being a value like 0.01
I don’t need it to stop at exactly 1.7 meters away, this is a real-time action game after all, with characters constantly moving around. So the tolerance check is quite enough.
This is what the test enemy AI looks like right now (click for full view). It’s definitely too large to read through. So having sub-trees is something I want to implement later on.
Added a “Random Selector” type of node to my Behaviour Tree system. This is a simple “randomly pick one among the choices” without any intelligent decision making, meant purely for just random behaviour (I will later add a different type of selector that will use some form of utility AI/decision tree).
The number on each child node represents their odds of being picked. In the image, “Fast Attack” has a 3 out of 6 chance of being picked randomly, “Slow Attack” has a 1 out of 6 chance, and the “3 hit combo sequence” has a 2 out of 6 chance.
By default, all of them will have a value of 1. But if you want a particular node to occur more frequently, you can increase its odds value.
I’ll be using this for the enemy AI to add some randomness to their attacks.
Also added display of enemy’s stamina bar below their health bar (it's the thinner, green bar).
And, I added this experiment of showing the health and stamina numbers on the targeted enemy. This will likely be an optional setting, if ever. Meaning it’s disabled by default, and you can turn it on in the game settings.
I'm the author of Crystal AI, which is a utility theory based AI for C# .NET 3.5 and above, and is fully compatible with Unity. Crystal comes in two versions - a Community Version which is open source and a commercial version that is published at the Unity Asset Store. I would appreciate if you considered including it in your list.
Hello everyone! One of my viewers introduced me to the discord and then I found about this website. On twitch I'm building a community of game developers, that help other game developers, who help other people become game developers. I'm glad I've found a community similar to mine. If anyone needs live help with their project or just want to chill in chat and watch me work feel free to stop by. Currently I'm working on a game about a knight who collects chickens and a platypus themed RTS !
My name is Andy Kotz and I compose music for a living but have yet to officially attach myself to a video game project. I say "officially" because some of my music has been licensed (individual pieces) for video games in the past but I haven't had the opportunity to score a project all the way through. I've done films and tv... but no games yet. That's been my biggest goal too!!
Anyway... here's a small bio, resume and additional stats:
Educated at Musicians Institute (Hollywood, CA), Andy is an award winning composer, scoring to film (3 Américas, Buena Fé, Hermanas and The Appointment) and recent television such as E News, Fox Sports Network, UFC Fight Night, The A Listings, Beyond Candid, E's True Hollywood Story, Pink Warriors, Kris Jenner, Life After Reality, Kennedy Wedding: Jason And Laura Get Married, and more.
As a musician, Andy has recorded and toured with artists like:
Michelle Shocked (Mercury Records), Gerardo (EMI Latin), El DeBarge (Warner Bros), Babyface’s brother’s After 7 (LaFace Records) and Chanté Moore (MCA Records) among many others.