Post by rakk on Jul 15, 2017 22:14:17 GMT
Bit of a preface, long time lurker of Invector's boards and 3rd person asset(with interest of personal usage in the future).
Alas given my prior experiences, I feel I might as well ask away what has been eating at me (since my personal experience game development wise is unrelated to AI area of development, and I have hardly touched AI).
What I am interested in, is essentially either finding a middleware solution/system or as necessary creating one(depending on my company's budget). I would like to find a more efficient option to avoid Hard-coding every single layer of a complex Boss fight(also boss fights can be a subjective idea in game design, as clearly the boss fight could be a simple puzzle and not a foe needing to be defeated).
Quick idea of what I am looking for and I do realize there is complexity involved when ever AI is involved. Some quick reference material...
Personally I am looking for complex Boss Battle style fights in a broad sense, where a Boss can have several "Stages" so to speak (This is easy enough to grasp the steps needed to move forward from a general stand point). Alas these stages can be met at 100's of conditions to cause the boss to take certain actions or go to certain areas in the game-play space. Now I understand this can be done manually, and by setting up a bunch of triggers and manual way-points(just tedious work).
Though the time to develop everything in a hard-coded nature is not entirely where I would like to invest company time, as budget-wise I believe it can be better used else where. Thus I am looking for a potential Middleware solution of a Boss Fighting AI that out of the box could clone AI of a game like Dark Souls, or Monster Hunter and the games listed above. I wish to set up several hitboxes to trigger either increased/critical damage points, trigger custom events(such as monster hunter's body dismemberment system) and comes with possible procedural/simple way-point tools for the a Designer/Developer to quickly get a boss battle into prototyping/balancing cycle.
Basically like in any game project, it's best to create reusable systems then to literally hard-code every aspect of the game. Thus my search for possible middle-ware solution or some tricks of the trade I haven't thought of employing from others who are more experienced in AI concepts.
Alas given my prior experiences, I feel I might as well ask away what has been eating at me (since my personal experience game development wise is unrelated to AI area of development, and I have hardly touched AI).
What I am interested in, is essentially either finding a middleware solution/system or as necessary creating one(depending on my company's budget). I would like to find a more efficient option to avoid Hard-coding every single layer of a complex Boss fight(also boss fights can be a subjective idea in game design, as clearly the boss fight could be a simple puzzle and not a foe needing to be defeated).
Quick idea of what I am looking for and I do realize there is complexity involved when ever AI is involved. Some quick reference material...
- Monster Hunter Series- Known for "Hunting" large monsters 2 to 4 times the size of the player, the Monsters play out like a typically advanced boss fight found in most other video games. The Bosses behave like a believable animal, with "states" of enrage, injury, suffering/panic(potential to call ally AI to backup boss) and in these "states" the battle could drastically change in style, all potentially at a moments notice. It's a action rpg style game but the Boss Battles have several layers of depth involved in them to keep the player's alert the whole fight, where basically that is the whole experience of the game, everything other element of the content is designed to leverage the boss battle's of the game.
- Dark Souls Series- Another commonly known Action RPG, not as dynamic as the Monster Hunter games, but still the game has complexity and positioning and solid AI ground work to make the game hard for players(this can purely be game design balancing, alas games are built on several pillars). The bosses in Dark Souls will take differing combat actions, depending on the situation, allies, distance checks, perhaps the area of the combat arena the player is in(ambushes, AI defending a objective point/object)
- Legend of Zelda Series- Don't believe I have to explain much here, but alas the bosses take a simpler style boss fight of destroy the Health Point gauge, except in the Zelda series they may implement puzzle/platforming elements into the Boss fight, to further add depth. I gather in a broad sense after the puzzle is completed they simply either use a object collision trigger with the puzzle element to cause harm of a hard-coded amount to harm the Boss(alas some many potential options when you hard-code everything manually, just very time consuming)
- Shadow of the Colossus- Basically fighting giant's and climbing up and down till the user finds a weak point, similar to the game's above, find a weakpoint and exploit it to win the boss fight.
Personally I am looking for complex Boss Battle style fights in a broad sense, where a Boss can have several "Stages" so to speak (This is easy enough to grasp the steps needed to move forward from a general stand point). Alas these stages can be met at 100's of conditions to cause the boss to take certain actions or go to certain areas in the game-play space. Now I understand this can be done manually, and by setting up a bunch of triggers and manual way-points(just tedious work).
Though the time to develop everything in a hard-coded nature is not entirely where I would like to invest company time, as budget-wise I believe it can be better used else where. Thus I am looking for a potential Middleware solution of a Boss Fighting AI that out of the box could clone AI of a game like Dark Souls, or Monster Hunter and the games listed above. I wish to set up several hitboxes to trigger either increased/critical damage points, trigger custom events(such as monster hunter's body dismemberment system) and comes with possible procedural/simple way-point tools for the a Designer/Developer to quickly get a boss battle into prototyping/balancing cycle.
Basically like in any game project, it's best to create reusable systems then to literally hard-code every aspect of the game. Thus my search for possible middle-ware solution or some tricks of the trade I haven't thought of employing from others who are more experienced in AI concepts.