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fighting game AI

Discussion in 'Scripting' started by frankrs, Apr 20, 2014.

  1. frankrs

    frankrs

    Joined:
    Aug 29, 2009
    Posts:
    300
    I'm trying to write the AI for a streetfighter tekken type game and am stumpped. Anyone have any suggestions? Maybe a state machine or behaviour tree? That kind of game has been around since the 1980s so I think it could be relatively easy.

    much thanks
     
  2. msl_manni

    msl_manni

    Joined:
    Jul 5, 2011
    Posts:
    272
    The following pages are great for any AI. Its Stack-Based FSM.

    http://gamedevelopment.tutsplus.com...ines-theory-and-implementation--gamedev-11867

    http://gamedevelopment.tutsplus.com...ttern-using-steering-behaviors--gamedev-13638

    http://gamedevelopment.tutsplus.com...d-for-ui-ai-animations-and-more--gamedev-9264

    The "The Action List Data Structure" AI will be best for complicated AI. "Action Lanes" can be used for adjusting difficulty in a game. AI would adjust dynamically itself to players skill.
     
  3. frankrs

    frankrs

    Joined:
    Aug 29, 2009
    Posts:
    300
    Thank you Manni, this is some good stuff
     
  4. Dinesh-Kannan-S

    Dinesh-Kannan-S

    Joined:
    Feb 12, 2013
    Posts:
    16
    Hi... Currently i am working on a fighting game. And it has AI too... Can you please share which methodology you used for the enemy character to fight with the player?

    And which is the best method we need to follow to make a good AI system like FSM or Ghost AI or anything else? Please guide me to the right path.

    Thanks
     
  5. frankrs

    frankrs

    Joined:
    Aug 29, 2009
    Posts:
    300
    one thing I did that might be of use to you was send messages from the animations and then test if the conditions were right to score a hit. I found it far more reliable than colliders.