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  1. Posts
    1,284

    Fantasy AI 2.0 [RELEASED]

    Like us on Facebook! http://www.facebook.com/BrilliantGameStudios



    Purchase Now Through Any Of The Following Links!
    Game Prefabs Link: http://www.gameprefabs.com/products/show/653
    Unity Asset Store Link: http://u3d.as/content/brilliant-game...sy-ai-pack/2Qt



    Looking for an upgrade in Navigation/Pathfinding? Well how bout a completely dynamic pathfinding system? Check out the latest project from Brilliant Games, 100% compatible with Fantasy AI!

    Asset Store: http://u3d.as/content/brilliant-game...tion-beta-/3FZ

    Forum Thread: http://forum.unity3d.com/threads/154...mic-AI-Project




    TRY THE FREE VERSION TO GET A GOOD TASTE OF FANTASY AI! http://u3d.as/content/brilliant-game...ee-edition/3jS



    INTRODUCING FANTASY AI FREE EDITION!!

    Visit the thread link below to find out more!!
    Thread: http://forum.unity3d.com/threads/149...I-FREE-Edition!!

    Free Edition Trailer!


    Screen shot of demo included with the free edition.




    Tutorials
    http://forum.unity3d.com/threads/129...y-AI-Tutorials

    Donate
    If you support Brilliant Game Studios and the many hours of work that have gone into Advanced Fantasy AI, you may make a donation. Click the link below
    https://www.paypal.com/cgi-bin/websc...if%3aNonHosted


    Follow us onTwitter!
    https://twitter.com/BrilliantGames



    NEW Battle Video(Fantasy AI 2.0)




    TORNADO TWINS In Association With Brilliant Game Studios Presents, Advanced Fantasy AI 2.0!(Video Tutorial)




    OFFICIAL TRAILER FOR VERSION 2.0!






    Introduction
    Brilliant Game Studios brings you The Advanced Fantasy AI package. This AI package is over 5 months full time in the making. With countless advanced features and behaviors, this AI package gives you everything you need to start your RPG, Adventure, Strategy or even FPS! If the videos arent convincing enough, try testing the AI for yourself in a fun mini game called Protect The Crystal Life Source. http://dl.dropbox.com/u/65183439/WebPlayer.html


    Behavior
    All stats and behaviors are customizable in the editor. I wont list all of the behaviours, but many of them are fairly standard and are what you would expect. There are a few behaviors I consider to be treats. One of these "treats" is the "Find Help On Retreat" behavior. If this is checked off, the AI will seek out friendly help if the odds are against him. He will pathfind to the friendly he wants to seek out, and ask him for help. The friendly AI will respond and they will both find the enemy together.
    The AI has forward vision using raycasting, but has alertness to the proximity of his enemy(this can be used for if you want the AI to hear you coming). The enemy can target whatever you want. Its team based! Just throw a team script on anything and he knows whether or not he should attack that character(or even object). You can chose to make an AI 'Hostle', meaning he attacks anything that has a team script on it, including other hostles(this could be used for deatchmatch type combat).


    Pathfinding
    Fantasy AI 2.0 comes with a Navigational Mesh Generator, as well as smooth pathfinding. The waypoints within the Navigational mesh are baked for instant and efficient path-finding. Moving obstacles and characters in your scene? No problem, the AI have a obstacle/character avoidance built in, you can control which obstacles they will avoid with tags.


    Conclusion:
    Thank you for visiting this thread on The Advanced Fantasy AI Package. Please, if you are interested, take the time to watch some of the videos below demonstrating the capabilities of the AI. There is also a link to a mini game below. Thank You, Robert Weaver Brilliant Game Studios.



    New Features In 2.0

    1. Navigational mesh generator with smooth pathfinding.

    2. New improved animation system.

    3. Patrol path behavors.

    4. Dynamic Obstacle and character avoidance system.

    5. Head turning controller.

    6. Can have multiple attack animations randomly selected.

    7. More options for control, like choosing to walk to target instead of run. As well control over turn speed for both combat and obstacle avoidance.

    8. Overall combat behavor and decision making improved and smoothed out.


    Fixes

    1. Script available for destroying AI's without potential errors.( https://dl.dropbox.com/u/65183439/De.../AIDestroy.rar )

    2. All attack range glitches fixed.

    3. Bake time for navigation over 3 times as fast + greater accuracy.

    4. Animations smoothed out.

    5. Fixed companion glitches(In V1.0 AI would get stuck between charging at his enemy and keeping close to companion leader).




    Medieval DeathMatch!

    Hey everyone! Here is a game I made in one day! Its a Medieval DeathMatch! Battle with up to 42 state of the art ai bots in a fight for 20 frags!! This game is made to demonstrate the combat in Advanced Fantasy AI 2.0. Give it a try and let me know what you think! It will be worth your time.

    Instructions:

    -W, A, S, D to move around.
    -Mouse to look around.
    -Left Click to attack.
    -Press E to add bots, F to remove
    -To change Bot difficulty, use number keys 1-3.
    -Press Tab to see scores.

    Enjoy! link https://dl.dropbox.com/u/65183439/Mi...WebPlayer.html


    ScreenShot:






    TRY VERSION 2.0 OF THE MINI GAME PROTECT THE CRYSTAL NOW!(With new AI system)


    https://dl.dropbox.com/u/65183439/Pr...WebPlayer.html

    New features like, ordering your units to any location


    Player can now respawn


    Improved Visuals, more lush vegetation and rocks


    Try the old mini game to see how far Fantasy AI has come!

    http://dl.dropbox.com/u/65183439/WebPlayer.html

    Windows Exclusive mini game. 1.0.
    http://dl.dropbox.com/u/65183439/Pro...clusive%29.zip


    Old Videos

    NEW RUN THROUGH OF THE MINI GAME. To see all three videos of the run through please visit the Brilliant Game Studios youtube channel. http://www.youtube.com/user/brilliantgamestudios



    Ranged Battle Demonstration
    Here is the first battle demonstration of the new ranged ability. LARGEST BATTLE YET!


    A close look at some of the AI's behaviours.
    Last edited by brilliantgames; 11-26-2012 at 06:50 PM.


  2. Location
    Germany
    Posts
    529
    Will you release it on the asset store?
    Are this in c#?
    Can i use this for mobiles like for ios devices?

    Looking realy nice
    When i look at this i have a little "massive" feeling


  3. Posts
    1,284
    This is in c#. And yes it is massive! I have tested with 200 AI units before at just under 20fps. Been working very hard to make it as efficient as possible. As for platforms, its too early to say. I have only tested this for windows. But thank you for showing interest and I'll keep this forum up to date on the progress of this AI.


  4. Location
    Toronto, ON
    Posts
    377
    Looks really good ... I could probably use it in my next project.


  5. Posts
    1,284
    Thank you for the comment. This asset will include a great mini game that will contain many other useful scripts. Who knows, it may be all you need to create a great adventure/RPG game without scripting!


  6. Posts
    1,284

    240 ai's fighting every man for himself. 20fps on the bottom right corner. ;)



  7. Posts
    248
    id pay 50 bucks for it looks amazing


  8. Location
    Greece
    Posts
    357
    Excelent.

    I would be interested definitely in this.


  9. Posts
    1,284
    Thank you so much for your feedback, its appreciated. One thing I forgot to mention! I run a recording studio with plenty of fancy gear. As we speak I am recording over 20 different voice overs for a generic guard ai, and a monster/zombie ai. Each state will have 3 different sounds randomly selected. These voiceovers are recorded with a 2000 dollar studio microphone into a 2000 dollar tube pre amp. Stay tuned for all these features in upcoming videos.


  10. Posts
    1,284
    A very unique close and personal AI demonstration video/playable demo is coming soon! Very excited to show this off!.


  11. Posts
    48
    This looks very promising. If it is flexible enough to use in a turn based combat game, I'd definitely be interested.


  12. Posts
    1,284
    Quote Originally Posted by murteas View Post
    This looks very promising. If it is flexible enough to use in a turn based combat game, I'd definitely be interested.
    It definitely will be. If you want full control over the AI you can disable the behaviour tree. This leaves all the features/behaviours of the AI but no decision making. Enabling you to control the AI through scripts/triggers. Also, I am just finishing up the 'dynamic teams' feature. This means you can switch the units team during gameplay giving you full control who attacks who, and when. Thank you for showing interest, more media content/features are coming soon.


  13. Posts
    2,798
    That looks very promising, 200 AIs with 20 fps is quite good. Could you provide random triangle count of scene that is viewed trough camera when you get 20 frames? Or in other words what is triangle count of each skeleton? You must have done great job on optimisation of scripts, if each of those characters is casting raycasts to find targets.


  14. Posts
    1,284
    Quote Originally Posted by janpec View Post
    That looks very promising, 200 AIs with 20 fps is quite good. Could you provide random triangle count of scene that is viewed trough camera when you get 20 frames? Or in other words what is triangle count of each skeleton? You must have done great job on optimisation of scripts, if each of those characters is casting raycasts to find targets.
    Thank you for the comment. At the moment I won't be able to give you a triangle count. The skeleton model is the free asset from the asset store, it is well modelled and fairly low poly. I designed a normal map for it, so I'm sure that adds a bit of stress. As for targeting enemy's? Raycasting is only one of the variables. I cant give away the exact method, but the AI's method of choosing his opponent is a combination of several methods and variables which makes it so he only has to use one raycast at all times(except for simple pathfinding). I will be posting more updates/media and information soon!


  15. Posts
    458
    This looks very interesting.

    Some suggestions...

    - Make your opponents different colors
    - Have demo videos that show 1v2, 1v3, 1v5 and 2v2, 2v3, 2v5
    - Need some ranged weapons or spellcasters. Yes, I know, not melee, but you really need a complete package!

    Also...

    Take a look the AI in this video. The AI is over the top! The developer talks about grouping, interception, ranged enemies keeping their distance and enemies staying out of each other's way. I wish there was a better copy of this, but this is all I could find online. There may be a commercial before the actual video.

    http://www.gametrailers.com/video/de...icles-of/22802


  16. Posts
    1,284
    Quote Originally Posted by lockbox View Post
    This looks very interesting.

    Some suggestions...

    - Make your opponents different colors
    - Have demo videos that show 1v2, 1v3, 1v5 and 2v2, 2v3, 2v5
    - Need some ranged weapons or spellcasters. Yes, I know, not melee, but you really need a complete package!

    Also...

    Take a look the AI in this video. The AI is over the top! The developer talks about grouping, interception, ranged enemies keeping their distance and enemies staying out of each other's way. I wish there was a better copy of this, but this is all I could find online. There may be a commercial before the actual video.

    http://www.gametrailers.com/video/de...icles-of/22802
    Hey. Thank you for the input! I have mentioned before that this is a very early demonstration. I don't want to post too much more media until the AI is at least near complete. There have been dramatic improvements since the video that is currently posted. I wont ramble about all the new features just yet, but i will say, at the time of the video, it was only around 400 lines of code. I wanted to get opinions of the progress so far. Now the code already exceeds over a thousand lines of code. It may be over a month before I actually put this on the asset store, there is still much to do. But when its nearing the final stages, I will post more detailed and high quality media content. Once again, thanks so much for the input!


  17. Posts
    133
    Love the way thet nip out for a quick breather ,looks realy cool.

    Dave
    AMD Phenom(tm)IIx6 1090t Processor 3.20 GHS
    8.00 GB memory Windows 7 64 bit
    Nvida Geforce GTX 580


  18. Posts
    1,284
    Quote Originally Posted by Granada View Post
    Love the way thet nip out for a quick breather ,looks realy cool.

    Dave
    Thanks for the observation. That specific behaviour has become a little more complex now. You now have the option to enable 'seek help'. When they feel the odds are against them they will seek out a friendly that is not currently busy and ask him for help through dialogue.


  19. Posts
    1,284
    The map I've been using to test the AI. Decided to test in an typical environment they might actually be used in. Made this map in about 20 minutes.


  20. Posts
    2,798
    Please post more videos of fights in map like this would be interesting to see it, also what is going to be price for AI?


 
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