Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. We have updated the language to the Editor Terms based on feedback from our employees and community. Learn more.
    Dismiss Notice

AI Warrior[Released]

Discussion in 'Assets and Asset Store' started by kurotatsu, Dec 22, 2016.

?

What version of Unity are you using?

  1. Unity 5.5 or higher

    55 vote(s)
    85.9%
  2. Unity 5.4

    9 vote(s)
    14.1%
  1. Twoonebe

    Twoonebe

    Joined:
    Mar 30, 2013
    Posts:
    174
    Have me now several times viewed all AI Warrior videos and I feel a bit scared or deceives the impression?

    The fight seems very cumbersome or deceptive?

    Would it be possible to make the fight more dynamic, for example in TerraOnline?
     
  2. kurotatsu

    kurotatsu

    Joined:
    May 10, 2012
    Posts:
    588
    I checked a couple videos out of Tera Online, and I'm not sure how AI Warrior compares(keep in mind my perspective may be slanted as I've been working with AI Warrior a lot), which seems to let the player just abuse them without getting many licks in of their own.

    I'm working on a couple what can be done videos right now, so hopefully I can give a better idea of what can be achieved, and answer a couple reservations you might have.:)

    I appreciate your taking the time to check the videos, I'll get something more robust soon, as a better player character, makes a world of difference in the actual gameplay.
     
  3. julianr

    julianr

    Joined:
    Jun 5, 2014
    Posts:
    1,210
    @kurotatsu - Is there an experience setting for AI? So the lower the setting, the less experienced in the art of combat the AI is. For example, setting of 1 out of 10, tries to fight, but misses just takes hits. Setting 2, gives damage 1 hit out of every 5, takes damage more, going up to 10 where 10 you cannot defeat no matter what as they will always damage you and their hits are precise, so is their targetting for projectiles. This would be custom, or you could set it for dynamic so that it will choose a range 5-9, 3-7, 2-5 etc so each tick/event it would choose one of those in the ranges.
     
  4. Twoonebe

    Twoonebe

    Joined:
    Mar 30, 2013
    Posts:
    174
    Thank you for the information. Am already excited about the new videos
     
  5. kurotatsu

    kurotatsu

    Joined:
    May 10, 2012
    Posts:
    588
    I'm actually working on two systems I'll implement soon, one is a damage soaking one, where the AI Warrior won't use it's get hit state based on a percentage, so you could have a big ol' beast coming at you that just shrugs of damage, and keeps coming, and the other being a dodge/blocking system also based on percentage.

    I looks like I better get busy, because:

    AI Warrior is Now LIVE ON THE ASSET STORE!!!

    https://www.assetstore.unity3d.com/#!/content/78924
     
    Last edited: Jan 17, 2017
  6. antoripa

    antoripa

    Joined:
    Oct 19, 2015
    Posts:
    1,163
    Just seen .. congratulation ...
     
    kurotatsu likes this.
  7. julianr

    julianr

    Joined:
    Jun 5, 2014
    Posts:
    1,210
    Congrats on the release! Picking it up now :)
     
    kurotatsu likes this.
  8. kurotatsu

    kurotatsu

    Joined:
    May 10, 2012
    Posts:
    588
    Awesome, don't be afraid to ask for assistance setting things up.:D

    I'm working on more tutorials, Docs, and such.lol Busy, busy.
     
    julianr likes this.
  9. julianr

    julianr

    Joined:
    Jun 5, 2014
    Posts:
    1,210
    I'm still on 5.4, so I'll probably use it on a new project for now. Don't want to upgrade to 5.5 just yet in case it causes me two weeks worth of headaches :)
     
    antoripa and kurotatsu like this.
  10. kurotatsu

    kurotatsu

    Joined:
    May 10, 2012
    Posts:
    588
    Don't hesitate to contact me, as needed, I'd be glad to help with any implementation.
     
    julianr likes this.
  11. Twoonebe

    Twoonebe

    Joined:
    Mar 30, 2013
    Posts:
    174
    Congrats on the release.
     
    kurotatsu likes this.
  12. julianr

    julianr

    Joined:
    Jun 5, 2014
    Posts:
    1,210
    Thanks. Implementation should be fine. I'll be upgrading to 5.5 of Unity, before my next game release in two weeks. So I'll introduce AI Warrior to the project then :) Upgrading to a new unity release is not always smooth on a big project!
     
    kurotatsu likes this.
  13. kurotatsu

    kurotatsu

    Joined:
    May 10, 2012
    Posts:
    588
    Thanks, it means a lot, and I am honored for the patience everybody has had with me having to wait for this to release.
     
    antoripa and julianr like this.
  14. FargleBargle

    FargleBargle

    Joined:
    Oct 15, 2011
    Posts:
    770
    Congrats @kurotatsu on finally getting this released. As one of the beta testers, I've had the privilege of using AI Warrior for a while now, and it's great that others can now finally do the same. And for anyone wondering, we're still working on a few features behind the curtain, so expect more good things to come. :)
     
    TeagansDad and kurotatsu like this.
  15. Aceego

    Aceego

    Joined:
    Apr 5, 2015
    Posts:
    37
    the asset is definitly on my list for the next month :) especialy the Ootii Connection. Are you planning to connect the archery Addon also?
     
    kurotatsu likes this.
  16. kurotatsu

    kurotatsu

    Joined:
    May 10, 2012
    Posts:
    588
    Yep, Fargle's been keeping me on my toes, especially testing MC integration.lol
    AI Warrior already does support Ootii's Archery pack(I use it myself), it's only a matter of dropping the ProjectileAIWarrior script on your arrow, and setting it up.
     
    antoripa likes this.
  17. Greg-Bassett

    Greg-Bassett

    Joined:
    Jul 28, 2009
    Posts:
    628
    I am interested in your asset, but can you tell me what makes yours any different from other NPC AI assets like Emerald AI and ICE Creature Control?

    Thanks in advance!
     
    kurotatsu likes this.
  18. kurotatsu

    kurotatsu

    Joined:
    May 10, 2012
    Posts:
    588
    Hey Greg, thanks for your interest.

    I took a different approach(I believe, at any rate.;)) when designing AI Warrior on a couple of different fronts, which I'll be happy to explain.

    1. AI Warrior isn't just about moving npc's around, and having them attack your player, or get attacked and die(or make little baby AI's, or mate with each other, or flock and move together, as other AI systems have those things covered pretty well, and I would never belittle their creators hard work.).
    2. AI Warrior is about taking full advantage of all the other assets each and every one of us have sitting on our harddrives that we bought, and downloaded with the "Someday that will be cool to use in a game, ...when I get around to it." situation, be they Particle effects, Audio Music and Sound Fxs, Animation Libraries, ect....
    3. The design approach I took with creating AI Warrior is, how can I make an AI that will blow the minds of the people actually playing the game, where people actually like certain enemies, because of certain skills, fx, or animations, not just using your AI as cannon fodder, but having them reach your audience, and form strong positive opinions about your game based on not only what they can do to an enemy, but what they see visually on screen.
    Example:
    I don't know if you play, or have played the Monster Hunter Series(if you haven't watch a video or two to get the idea.), but if you have, think of the dynamic of what you as a player can do to hunt, capture, stun, blind, trap, poison, and lure enemies, and also think of how the enemies hunt, stun, blind, and poison the player.

    If you did play Monster Hunter, I'd ask which is your favorite Wyvern to hunt, or enemy and why? If you can answer that, you'll get the idea of what AI Warrior hopes to bring to those that play your game.

    or,

    Tenchu, where you can do many of the things above with smokebombs, traps, poison rice balls(for poisoning, and luring), and most importantly(to me anyway.) Stealthkills, and Headshots(like in metal gear.)

    This is the direction AI Warrior is heading, and I am working on a featured asset video I KNOW will blow minds.lol

    The video will show what can be done with the right assets, in the right hands, using AI Warrior, and other assets from creators I support and believe in.

    I hope this answers at least some of your questions, Greg, and while AI Warrior is still new, trust that I truly do aim to please, and will personally help in any way possible to make their experience with my products pleasant.

    Thanks for taking the time to post:),

    Dan.
     
    Last edited: Jan 20, 2017
    Twoonebe, TeagansDad and Greg-Bassett like this.
  19. Greg-Bassett

    Greg-Bassett

    Joined:
    Jul 28, 2009
    Posts:
    628
    Hi Dan,

    Thanks for your quick response!

    It's interesting I have had an idea floating about in my head for a few years for a particular game, and your desire to create an AI asset where the AI or opponent is actually interesting to the player, showing behaviors of cunning and deviousness, is what draws me to your asset.

    Its so true, I have lots of cool assets that I have either already bought, or are on my asset store Wish List waiting to be bought when they go on 24 hour sale, all ready for that day when I start on that awesome game idea!

    I look forward to seeing your blow our minds video, when will it be ready to show?
     
    TeagansDad and kurotatsu like this.
  20. kurotatsu

    kurotatsu

    Joined:
    May 10, 2012
    Posts:
    588
    I had to scrap the first project I had because of some shader issues with some of the effects I was using, not letting me make a solid build to record, but am steadily trudging my way back to some serious eyecandy.lol

    I hope to have something worth showing by the beginning of next week, if not this weekend, so check back.

    I also forgot to add that every other system I create to interact with or works with AI Warrior while optional, will be packaged with it as a free add on, just like my Radar/Compass, Enemy GUI Healthbar and Name, Player Hud, and basic system(All of which can be seen in my AI Warrior video playlist at different stages, you can see how these things evolved, from a crappy player hud to a decent one.;)).

    I'll be creating more free add ons as we go and AI Warrior grows, so I hope people will feel they are getting their monies worth.

    I also found I really enjoy making videos, so expect constant video tutorials.
     
    antoripa, julianr and Greg-Bassett like this.
  21. ISH_the_Creator

    ISH_the_Creator

    Joined:
    May 8, 2013
    Posts:
    165
    Just bought. Very nice sir.

    Look forward to seeing it grow.

    Is unity 5.5 still Has bug fixes?

    I'm still on 5.4 lol
     
    kurotatsu likes this.
  22. kurotatsu

    kurotatsu

    Joined:
    May 10, 2012
    Posts:
    588
    Awesome, I'm excited to have yet one more person to help me grow AI Warrior into something amazing.:)

    If you need help with anything let me know.
     
  23. TeagansDad

    TeagansDad

    Joined:
    Nov 17, 2012
    Posts:
    955
    @kurotatsu - This looks great, and I've been watching it for a while!

    Would it be fair to say that this is primarily about combat AI? I was planning to use NodeCanvas behaviour trees for my AI; would Warrior AI be compatible with a BT approach? Say, allow the BT to handle ambient behaviour, NPC schedules, etc but then suspend the BT and activate Warrior AI when engaging in combat?
     
    kurotatsu likes this.
  24. kurotatsu

    kurotatsu

    Joined:
    May 10, 2012
    Posts:
    588
    Great Idea.:)

    I'm not familiar with using Node Canvas, but I bet you could. How I'd Approach it is, uncheck AI Warrior, and run your Node Canvas routines, and have a trigger event that switches on AI Warrior as needed.

    You could do it with like a trigger zone, or an event such as getting hit by the player(then have your BT rotate the AI towards the player before switching on AI Warrior, so they'll get busted right away as soon as AI Warrior is activated.).

    I'd really like to know how it turns out, so keep me updated.

    I may be able to help with that functionality by adding a disable component option in AI Warrior's awake method, for you to use to turn off your BT, once AI Warrior becomes active, and maybe another enable components method when the AI Warrior loses the enemy and returns to patrol, to toggle the BT back on.

    Edit:

    For the most part right now yes. On the roadmap as I get the current functionality polished, and on solid ground, I have a couple other AI options planned, such as a noncombatant version, and companion/follower(to attack on command or heal the player) AI Warriors that will be added.

    My big focus is getting the current Cambatant AI Warrior's growing pains out of the way, as I will be able to use much of the same code and states, in the other AI Warrior Options, and know that it is solid.
     
    Last edited: Jan 21, 2017
    TeagansDad likes this.
  25. kurotatsu

    kurotatsu

    Joined:
    May 10, 2012
    Posts:
    588
    Sorry I didn't reply right away. I'll see what I can do for unity 5.4 after I get the featured asset video out, and jump directly back into AI Warrior.

    I need to set up one of my other PCs for testing, and I'll add 5.4 to it, and see what I can come up with. In the mean time, if it doesn't cause an issue with what you are working on, ya might start a fresh clean test project, import AI Warrior, and see what mayhem/errors you might get in 5.4(that's unless the asset store won't let it download to an older version.).

    All that failing, P.M. me your invoice number, and I'll send you a copy to test on 5.4.
     
  26. ISH_the_Creator

    ISH_the_Creator

    Joined:
    May 8, 2013
    Posts:
    165

    Na no worries about 5.4 just use 5.5 I was get errors in 5.5 when dragging script to camera

    but I get used it.
     
  27. kurotatsu

    kurotatsu

    Joined:
    May 10, 2012
    Posts:
    588
    Ok, well if I can be any help don't be shy.
     
  28. Twoonebe

    Twoonebe

    Joined:
    Mar 30, 2013
    Posts:
    174
    Can not wait to go when the videos online would like to see what is possible
     
    Last edited: Jan 22, 2017
    kurotatsu likes this.
  29. kurotatsu

    kurotatsu

    Joined:
    May 10, 2012
    Posts:
    588
    The video is close, hang in there. Just some polishing(which is code for I still have a couple more assets to add that I want to feature.lol.).
     
    Twoonebe likes this.
  30. unicat

    unicat

    Joined:
    Apr 8, 2012
    Posts:
    425
    Does this work with legacy anims ?
     
    kurotatsu likes this.
  31. kurotatsu

    kurotatsu

    Joined:
    May 10, 2012
    Posts:
    588
    Good question, I'll have to test that(I've mostly focused on Generic, and Humanoid rig setups).

    I suppose if legacy can be used with mecanim, and a mask can be made from the character, then the easy answer is yes, as when using the creation wizard, it creates a unique animator controller for the character.

    Is it possible to make your Legacy character Generic?

    I'll make testing this a first priority once this Featured asset video is out, if not sooner, as I may test it in my video project that uses the current AI Warrior, so check back I may have an answer for ya soon.
     
  32. unicat

    unicat

    Joined:
    Apr 8, 2012
    Posts:
    425
    Nice, i always have troubles with my mecanim setups. Never with legacy.
     
  33. kurotatsu

    kurotatsu

    Joined:
    May 10, 2012
    Posts:
    588
    I here ya, though I did try to make the mecanim setup as painless as possible.

    Did ya get a chance to check out this video showing the creation wizard?

    If ya have special needs maybe there is a way I can help, once I jump back into the next update(or the one after as I have a couple things I want to work on quick for this coming update).
     
  34. unicat

    unicat

    Joined:
    Apr 8, 2012
    Posts:
    425
    It has more todo with the animations from my legacy models. They get sometimes distorted after changing the model to humanoid rig. Get it good looking again in the humanoid Settings Editor is a horrible Task.
     
  35. hopeful

    hopeful

    Joined:
    Nov 20, 2013
    Posts:
    5,641
    Does generic give you the same trouble?
     
    kurotatsu likes this.
  36. unicat

    unicat

    Joined:
    Apr 8, 2012
    Posts:
    425
    Haven`t tried it. Will do.
     
    kurotatsu likes this.
  37. kurotatsu

    kurotatsu

    Joined:
    May 10, 2012
    Posts:
    588
    Yeah, switching to generic is kinda the answer when models won't go to a decent humanoid I've found when confronted with the same issues.

    I hope this works for you, as generic models do extremely well in AI Warrior.
     
  38. kurotatsu

    kurotatsu

    Joined:
    May 10, 2012
    Posts:
    588
    Well sorry for the wait, but here is the first featured asset video to give people an idea of what AI Warrior's approach to AI is all about.

    The featured asset video below is the first to show what can be created with AI Warrior, and other Premium assets I support, as well as their authors I believe in.



    Featured assets:

    AI Warrior from Kurotatsu Studios.

    -ootii's Motion Controller, Sword and Shield Pack with Adventure Camera.
    -Adam Goodrich's Gaia, Gena, and Pegasus.
    -3D Forge's Village Exteriors Kit.
    -Shpakivnia's Hair Tool.
    -Guzu Cloth Editor.
    -kripto289 Mesh Effects.
    -Mirza Beig Ultimate VFX
     
    hopeful, TeagansDad and julianr like this.
  39. TeagansDad

    TeagansDad

    Joined:
    Nov 17, 2012
    Posts:
    955
    Very nice, but something seems very familiar about those characters and that music...

    :p
     
    kurotatsu likes this.
  40. kurotatsu

    kurotatsu

    Joined:
    May 10, 2012
    Posts:
    588
    Of course it does.lol It's an example of what's possible, not what's going to be sold, and let's be honest, can ya think of a better theme to show off such things.lol

    It's the greatest game you'll never play.;) I had to model and texture Cloud, Tifa, Sephiroth, and Barret myself(ifrit is another story.).

    The video would have been more populated with props and enemies, and such, but I had to balance what I could play, and record(so i played it with just Unity's Good quality settings, instead of Fantastic which I'm accustom too.).

    When I get some more sales, I'll buy a better graphics card and REALLY show what can be done in future videos.
     
  41. kurotatsu

    kurotatsu

    Joined:
    May 10, 2012
    Posts:
    588
    Now the video is out, I'm back to working on AI Warrior, and adding features, add ons, and demos of ways it can be used like in the video(messages to the game manager and the like.), as well as making new tutorial videos showing how to do it all.
     
    julianr likes this.
  42. ISH_the_Creator

    ISH_the_Creator

    Joined:
    May 8, 2013
    Posts:
    165
    Is there a trick to get nav mesh to work on gaia with your asset?

    Maybe I missed a step lol
     
  43. kurotatsu

    kurotatsu

    Joined:
    May 10, 2012
    Posts:
    588
    @relacon does your Terrain have static checked, and then have you baked one on the terrain object?

    Here's the settings I used for the videos terrain. I tend to make the max slope steeper, and step height higher a bit.

    Let me know if this helps.

    NavBakeSettingsExample3.PNG

    NavBakeSettingsExample2.PNG

    NavBakeSettingsExample.PNG

    Edit:

    The Jump height and distance were jacked up trying to make double sure I could get Ifrit to jump off the platform he was on.

    Make sure you drop your AI somewhere on the blue portion after the terrain has baked.

    If none of the above helps, send me a pic of your AI setup, and we'll take things from there.
     
    Last edited: Jan 27, 2017
  44. kurotatsu

    kurotatsu

    Joined:
    May 10, 2012
    Posts:
    588
    Another quick video I made(trying out a different recording software) of another run through that actually ended up showing the retreat state of all three main opponents(and I almost died).lol

     
    Last edited: Jan 27, 2017
    antoripa likes this.
  45. kurotatsu

    kurotatsu

    Joined:
    May 10, 2012
    Posts:
    588
    Added the potion for player like in the video, and started the Heal self feature set for the AI Warrior, which will give the option for the AI Warrior to:

    A. use a potion or cast a heal spell with an animation, Fx, and sound with ability to toggle a obj in hand on, and then off(for a potion model).

    or

    B. break off from combat and search for a potion if there is one in range.
     
  46. ISH_the_Creator

    ISH_the_Creator

    Joined:
    May 8, 2013
    Posts:
    165

    Ok I will check this, Thanks. Sorry for late response had a hell of a week.
     
    kurotatsu likes this.
  47. ISH_the_Creator

    ISH_the_Creator

    Joined:
    May 8, 2013
    Posts:
    165

    Dude thats my favorite game all time. To bad it was like 20 years ago.

    This is pimp.
     
    kurotatsu likes this.
  48. kurotatsu

    kurotatsu

    Joined:
    May 10, 2012
    Posts:
    588
    I'm glad ya like it.lol

    20 years ago....damn my age is showing.

    Did it give ya a solid idea of what's possible.:D(the first video is better, the one you quoted is a bit choppy, be sure to check both out.lol)

    I modeled Cloud, Tifa, And Barret after Advent Children with my own changes to suit what I needed, unfortunately ran out of time to finish clouds sash and straps on his armor.
     
    Last edited: Jan 28, 2017
  49. ISH_the_Creator

    ISH_the_Creator

    Joined:
    May 8, 2013
    Posts:
    165

    Nice you model to?

    I say you are a unicorn in the gaming industry, Very rare to be a Unicorn.

    So you created your own motions in MC very nice.

    Is it possible to have the AI character fire based on distance

    For example when the player runs away.

    the enemy begins to fire then will chase after you.

    As I'm going through theses scripting course's man

    I love code.
     
    kurotatsu likes this.
  50. kurotatsu

    kurotatsu

    Joined:
    May 10, 2012
    Posts:
    588
    I'm an artist, that learned to code.

    I approach code(as I've said in many a' post throughout the forums.lol) as an art medium all it's own.

    My gift which translates into my way of coding is trying visualize what you want to happen, then break things down into their smallest parts attacking one, and only one system at a time.

    Being able to research is the best skill in either the art, or code toolbox. Find one small thing you want to happen, then if you haven't done it before invest the time finding that answer through tutorials, and unity answers, and ALWAYS write your code in as non hardcoded an approach as possible, so you can use it over in another game down the road( hence my tags and such being in arrays, and using lists of serialized classes and such.).

    I like writing scripts that allow me to just drop in the elements in the inspector, and changing the end result completely.:D
    I have made my own motions, but 90% of credit need to go to Tim MC's creator, as he has done all the heavy lifting, our part is mostly to invest in buying solid animation libraries, to swap in better animations when we make our MC characters.

    So props to Tim, there(I wouldn't want to take credit for his hard work, I've just been using MC for a while now, and have a set of go to anims I like to use.).

    That's kinda how the Melee, chase, ranged Attack type works, maybe I can add a Melee, Ranged, Chase Attack type, if you'd like.
    Well I believe you can do it, as I never thought for the life of me I could code, and I mean ever.

    The key was to find a way of looking, and approaching it in a way I could wrap my mind around, hence my art analogy.

    It's easier for me to think outside the box, than do things in a wholly logical manner, this is how it's always done manner.lol

    I tend to visualise what I want to accomplish as a whole then before I write any actual systems or code, I just start writing a big list of variables I'll need to make things happen, or serialized clases in the top of my script.

    I've found as I'm making this list of variables, my mind is already seeing the order, and way they will function when I get to actually making the system, so in essence you are letting your brain warm up to what is going to be required, so things will flow, and once you hit a roadblock, you already know exactly what you want to happen, and what question you need to google to find your answer.

    The other thing to remember is there isn't a question you can ask that hasn't been asked and answered already somewhere on the net, so if you don't find your answer, the problem is the way you searched the question, so find another way of phrasing your search, most often as general as possible.

    Sorry for going on, but I mentor people as best I can, hoping they'll pay it forward to someone else down the road, it's my way of fixing the world.;)
     
    Last edited: Jan 29, 2017