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The unnamed side project, relaxation and fun - AI development.

Discussion in 'Works In Progress - Archive' started by Vaupell, Jan 23, 2014.

  1. Vaupell

    Vaupell

    Joined:
    Dec 2, 2013
    Posts:
    302
    So on a daily basis I'm working on a large game, but sometimes it just get to be
    to much and annoying, or i get stuck doing some weird loop.


    When that happens, i always turn to Unity and playMaker for some fun.
    My latest fun was a top down shooter, tank/mech style and this part was making
    3 AI modes work, entirely in playMaker.


    - Turret mode
    * has range, look at player, attack + follow when within range.
    - Guard mode
    * same as Turret, but will agro the player, stop after a range limit.
    - Patrol mode
    * Same as Guard, but will patrol between 2 or more waypoints, chase the player, return to patrol if player escapes view range.


    And here is a video of what i got working :D


    [video=youtube_share;CbL91EA7RPQ]http://youtu.be/CbL91EA7RPQ




    Webplayer (remember to use Shift+F5 if you have been here before)

    https://dl.dropboxusercontent.com/u/19761809/unity/projects/Machinery/web.html




    Man, I love playMaker worth every dollar..
     
    Last edited: Jan 27, 2014
  2. snowconesolid

    snowconesolid

    Joined:
    Dec 9, 2011
    Posts:
    868
    very nice AI you made with playmaker! I also love playmaker. Definetly worth every dollar. So much more possibilities and much easier to create more complex things such as AI. I have barely coded ever since I got it. MonoDevelop is lonely now :)

    I believe if you have unity pro (which I do not) Playmaker comes with its own set of pathfinding in the actions section. But even without it, you can easily create your own AI.
     
  3. Vaupell

    Vaupell

    Joined:
    Dec 2, 2013
    Posts:
    302

    It's the pathfinding from Unity Pro playmaker have additional actions for.
    For future reference if you need actions for other assets, most of them are linked from this
    Add-on list - https://hutonggames.fogbugz.com/default.asp?W714

    So if you get pro, and plan to use Unity in,engine pathing get the package from the link and enjoy :D
    I still find some limitations in playMaker so usually I combine small C# scripts and playmaker actions.
     
  4. snowconesolid

    snowconesolid

    Joined:
    Dec 9, 2011
    Posts:
    868
    yeah I visit the Playmaker forums every once in a while to see whats new, actions/updates etc. I also like to see what other people have created with it. (such as your AI demo you have)

    Thanks for the link, I had no idea there was an addon for the Shuriken particle system in unity. Going to give it a try.

    Its nice to see that so many third party tools are compatible with playmaker. Iv coded all of my earlier projects. I got playmaker after around my 7th project and since have been using it. Honestly, I dont think I can go back to fully coding everything again. I can't live without playmaker now. Its such an amazing powerful tool for game development and even other applications. I feel like visual programming is the future for normal coding but thats just me. I agree it has its limitations and every once in a while you need to code something that isnt available with playmaker, of course nothing is perfect but playmaker sure is close.
     
  5. Vaupell

    Vaupell

    Joined:
    Dec 2, 2013
    Posts:
    302
    Was bored today, so added a few things.

    - Pickups
    - Explosions
    - More sfx
    - 1 Weapon upgrade
     
  6. Vaupell

    Vaupell

    Joined:
    Dec 2, 2013
    Posts:
    302
    minor update but platform changes

    - Moving platform (vertical) many issues with this thing, player falling through etc, TEMP solved it, might change the function.
    - GUI items + debug info
    - AI ajustments
    - Life pickup
    - Ramp test

    Also updated the webplayer ;)