Tag Archives: Project Fly

Making 2D Dogfights Interesting

Oxymoron?  Yeah, probably.  Basically, I’m noticing yet another issue with my current project, Project Fly.  The issue: aerial dogfights seem to suck in 2D.

In Ace Combat, aerial dogfights are awesome.  In 3D, you have so many options for movement and getting the enemy off of your tail becomes much more interesting.  In 2d, it’s either left or right.  Boring.  That’s what I thought at first anyway.  Then again, why can’t left and right be interesting?  In Ace Combat, you can move in MANY directions, but only in ONE way.  All you do us shift your angle by altering pitch and yaw.  Weak-sauce, this is 2D-Town and we do whatever we want.  Heck, this is a fantasy game, we can take whatever liberties we want with anything.  The player has an energy bar used for firing weapons, why not let the player use energy to make movement more interesting?  There are quite a few options.

For example, the player can use energy to execute an instant 180° turn.  This totally takes an enemy by surprise, and works well if the player sees an incoming enemy on the map.  Of course, this maneuver also requires some guts and determination to be used well.

There could also be a side-shift maneuver like in the newer Wipeout games.  This allows for tighter turns or quick adjustments to avoid enemy fire.  It wouldn’t cost very much either.  I can envision players constantly side-shifting while being pursued by enemies.

Thinking about the possibilities just makes my brain giggle. Anything from quick boosts to backward teleportation. I’m sure that these maneuvers are the spice that 2D dogfights need.

THIS IS RELEVANT

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Desire-Based AI

So I’m learning that none of my previous video game AI work is relevant anymore.  Project Fly (my team’s current project) is in real time, so I need to approach AI in a new way.  I pulled out a lot of hair, and finally had a thought.

Yes, one thought.

“What does an enemy want?”  Before this game, I always worked with turn-based AI.  It was all very “computer-y” in the sense that the enemies were interesting to compete against (sort of, but they achieved this state in a way that is very non-human.  For example, in The End Begins, my previous game, the enemies categorize player actions and react based on their running list of player tendencies.  This fails in real time and isn’t how most humans play.  On top of that, the AI in The End Begins doesn’t really change much between enemies.  There’s hardly room for variety.

So back to my epiphany-question.  Why is it important?  Well, I think that humans play this way.  See, I had the issue of enemies in Project Fly either being useless or too perfect.  They either had hardly any AI or followed the player perfectly, so I thought “what makes it so that I can shake a human player off of me?”  It has to do with conditioning.  No, not the hair kind.  If I let my opponent pursue me and get close (assuming they want to be close), he will become complacent and his reaction time will become dull.  Then, I pull a sharp turn.  My opponent is taken by surprise and I escape pursuit.

By this logic, an enemy has its own unique set of things that it likes and dislikes.  For example, the Kitsune is an enemy in the game.  This enemy loves lower speeds and keeping its energy low (constant attacks).  Kitsune are easily agitated but also prideful.  This means that the way to beat one, you must play with it a bit.  Engage in a slower chase and let the Kitsune feel good, then pull an advanced maneuver and surprise it.  Its reaction time will suck and it will start to flee.  Now, this means it will go fast, which it hates.  This will cause it to become sharper and eventually go on the offensive again.  And so, the cycle continues. 😀

Reaction time will also scale slightly with health, so some enemies just naturally become duller (or sharper) as health declines.

I’m hoping that this system will be both effective and easy to implement.  Thoughts???

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Enter: Project Fly

Ikaruga got Ace Combat pregnant, and my team is delivering the baby.

Top-Down-Fantasy-Flying-Dogfight-Action

Vampires+Mythical Beasts+Ghosts and Spirits+Eastern Mythology

AND Customizable ships

Oh yeah, we made a Prezi about it 😀

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