In trying to choose between Unity’s assets “Game Creator” and “Game Kit Controller,” I decided for now to stick with Game Creator. It allows for more control and the Behaviour tree editor really helps when working with AI.
I have paid the author of GKC to create the basic layout for my game. While this is being done, I am creating the same in GC. I hope to end up with the same basic game created with the two different products. I can then make a commitment on which product to use going forward. GKC does not have a Behaviour Tree system which for me limits the setup of the game.
While trying to get my head around the limitations of Game Creator (examples and documentation), many times I wanted to stop using it. There are not enough complex examples to really understand what is possible. On days when I would throw my arms up in the air in frustration I would that night dream about trying to figure the problem out. The hard part is getting the brain to rewire to work in a different way. I am still struggling with setting out conditions/actions and it just seems so long winded. Coming from a programmer background, its nice to see everything in sequence like a long list. GC is not quite like this.
Finally, after a few weeks of trying, things started to click and fall into place, and I feel a lot more comfortable with the Unity game engine and Game Creator.
The screen shot above contains the player (bottom left) and the player teammate and enemy fighting each other at the top of the screen.
Working on the AI side is fun, and I will make a version of this demo in tutorial form on YouTube. I hope this will answer some of the many questions I had when I started.
Currently the demo has only two teams and have evaluated with 10 AI on each side. It is fun to watch them fight each other. As this game needs three distinct types of character: Swordsman, Archer or Wizard and I know getting the right game play balance will be a challenge.
For this proof-of-concept demo, the AI logic works as follows:
1. All AI use the built-in baked navigation mesh in scene.
2. The AI character checks his health (100% max) and if it gets to 20% or below, it seeks out the nearest health station. The character limps while making his way there.
3. I have cubes for energy stations but will replace them with a magical fountain in the game. When the AI reaches the cube, health goes back to 100%
4. If the AI health is good, then it looks for a white ball or an enemy. If it sees both at the same time, it will either (randomly) decide to go collect the ball or attack the enemy.
5. If the AI only sees a ball, then it will go collect it and if it sees an enemy, it will go fight.
6. When the AI character is killed, it drops all its balls collected and then other AI will see them and try to collect or fight.
7. If the AI does not see any balls or enemy, it will patrol around the environment in search of a target.
8. The demo will finish when either the player or the enemy team are all dead.
9. The character (or player) with the most balls at the end of the game is declared the winner and will be placed in a high score table.
Until next time, keep safe!