enemy AI

Blue Tengu’s Game Development Show – Season 2, Episode 38

In this episode of Blue Tengu’s Game Development Show, we add fuzzy logic to the air and ground enemy state machines to make Skyring’s enemies feel more natural.   Game Development Show Tasks Worked on This Episode: Air Enemy Chase to Passive Fuzzy Logic Air Enemy Passive to Chase Fuzzy Logic Ground Enemy Chase to […]

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Blue Tengu Pixel Animation

Fuzzy Logic vs. Black & White: Enemy AI

This weekend, in Project Skyring, we’re going to start shifting our enemy behavior to a fuzzy logic system versus the more straightforward state behavior we’ve been using so far. This should help the enemies feel more natural and prevent the player from finding easy exploits in enemy AI behavior. But what do we mean by

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Blue Tengu YouTube Title Card - S2E17

Blue Tengu’s Live Game Development Show – Season 2, Episode 17

After surviving Friday the 13th, we finish off the ground enemy AI by getting them to move around and attack the player whenever the player gets too close or makes too much noise. We also put a limit on the range for the boomerang setting off the ground enemy charge, so we’re in a good

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Blue Tengu YouTube Title Card - S2E16

Blue Tengu’s Live Game Development Show – Season 2, Episode 16

Eric fights through the pain (of a cold, allergies, or a T-virus infection, one or all of the above) and daylight savings time to deliver this week’s episode, where we give the boomerang a kick by making it destroy any enemies caught in the circle it leaves as it zips through the air. We also

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Blue Tengu YouTube Title Card - S2E14

Blue Tengu’s Live Game Development Show – Season 2, Episode 14

In episode 14 of the Game Development Show’s Second Season, we get enemies to start merging into larger and clusters. We start by ensuring enemies tend to drift together by making them seek each other out, then we handle the collision event and transfer enemies from one core to another, though we do leave the

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Blue Tengu YouTube Title Card - S2E12

Blue Tengu’s Live Game Development Show – Season 2, Episode 12

In this episode, we give the player a way to cut the connections between enemies, and then force the enemies to go their own way with their new AI controllers after being cut off from their origins. Although we do manage to get both tasks done relatively quickly, a few debugging issues take some time

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Blue Tengu YouTube Title Card - S2E11

Blue Tengu’s Live Game Development Show – Season 2, Episode 11

In this episode, we return to the enemy AI to revise how we do our clustering behavior, coming up with a much simpler and less processor intensive way of grouping the enemies that fly at the player. To avoid the processor-heavy calculation of each enemy x each enemy (n^n complexity), we instead relegate control to

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Blue Tengu YouTube Title Card - S2E9

Blue Tengu’s Live Game Development Show – Season 2, Episode 9

In this episode, we continue where we left off in episode 8 by making the enemy more dangerous to the player. The first step is to lay the groundwork for enemies to group up into larger, more difficult to surround formations. Although we need a “next nearest” script to get the functionality working, we do

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Blue Tengu YouTube Title Card - S2E8

Blue Tengu’s Live Game Development Show – Season 2, Episode 8

In this episode, we start making the enemy more aggressive by having them actively seek out the player or zip across the trail the player leaves behind. With the base control scheme in place, we need to make the enemies a threat to the player to put the circling mechanic to the test. We start

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Blue Tengu YouTube Title Card - Episode 27

Blue Tengu’s Live Game Development Show – Episode Twenty-Seven

Episode Twenty-Seven Episode Twenty-Seven of the live game development show that we do every week on Twitch.tv is up on our YouTube channel. This week, for Project Spaghetti, Eric wrests control of the decision-making process from individual enemies and hands it off to a central controller to allow for fine-tuning of the play experience in

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