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RTS Game Creation With AI NPC

Discussion in 'Game Design' started by naruto93, Jan 4, 2019.

  1. naruto93

    naruto93

    Joined:
    May 6, 2015
    Posts:
    4
    Hello guys!
    I want to create a simple RTS game, it like Age of Empire. I can make simple control for player, but I don't have idea AI for NPC. I try upgrade Age II - III fastest, but it has problem when be attacked or attack. Please tell me anything about AI for NPC-team, process development for level (easy, normal, hard).
    Thanks.
     
  2. carking1996

    carking1996

    Joined:
    Jun 15, 2010
    Posts:
    2,543
    Age of Empire is far from simple.
     
    BlankDeed likes this.
  3. Antypodish

    Antypodish

    Joined:
    Apr 29, 2014
    Posts:
    3,231
    In fact any rts is far from simple. Lets make first units which are produced in buildings, and allow controlling them, then with gained skills, you may consider even be thinking about AI. Which is huge topic on its own. I do suggest do research on OP given keywords. That will be good starting point. The topic is just too massive by its own.

    I just little add here, as examples.
    Path planning and behavioural trees.
     
  4. JoeStrout

    JoeStrout

    Joined:
    Jan 14, 2011
    Posts:
    7,531
    AI for an RTS game typically uses multi-tier AI, where at the highest level broad strategic goals are chosen, and at lower levels these are converted into tactics and finally unit actions. Different techniques can be used at each level; for example, the highest level will probably be a rule-based system, mid levels may use goal-oriented action planning, and on the finest levels you'll be doing things like A* path-finding.

    As @carking1996 said, making such a game is not simple. If you lack the skill to implement all that, but have a reasonable development budget, call me. :) If you lack both the skill and the budget, you might want to pick an easier game concept. Unless of course you have lots of time and desire to build the needed skills, in which case you're in for a treat, because AI is really fun!
     
    BlankDeed and Antypodish like this.
  5. satchell

    satchell

    Joined:
    Jul 2, 2014
    Posts:
    44
    I guess you could start with your base that controls the output of AI characters. For example you could set balance for AI easy resulting in 2 harvesters and 1 soldier to protect then build out as usual vs AI hard 1 harvester 2 soldier to probe/attack then build 2nd harvester and so on...

    The individual pieces really shouldn't be too much to wrap your head around but as a whole can be complex. As it comes together you'll find it best not to get attached to your project and may have to start from scratch.
     
  6. naruto93

    naruto93

    Joined:
    May 6, 2015
    Posts:
    4
    Thank guys, I try with simple AI, such as:
    - prioritize upgrade AGE II - III
    - build Barrack to have enough soldiers defend
    - House and Villager will depend option to have resources necessary
    - Finally, I build any group soldier to fight