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Showing posts with the label AI

Solving path finding and AI movement in a 2D platformer

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When we started developent of the bots for Awesomenauts , we started with the most complex part: how to do path finding and movement? When people think of path finding, they usually think of A*. This well-known standard algorithm indeed solves the finding of the path, and in games like an RTS that is all there is to it, since the path can easily be traversed. In a platformer however the step after the finding of the path is much more complex: doing actual movement over the path. Awesomenauts features a ton of different platforming mechanics, like jumps, double jumps, flying, hovering, hopping and air control. We also have moving platforms and the player can upgrade his jump height. How should an AI know which jumps it can make, how to time the jump, how much air control is needed? This turned out to be big challenge! Since there are so many potential subtleties in platforming movement, my first thought was that handling it in our behaviour trees might not be doable at all. Behaviour tr...

The AI tools for Awesomenauts

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With the next Awesomenauts patch (patch 2.5) we will release our AI editor and enable players to load modded AIs in Custom Games. The editor is in beta right now and a surprisingly large amount of new AIs have already popped up. Other game developers can also use our AI editor for non-commercial purposes, or contact us to discuss the possibility of using our tool in a commercial product. This all makes for a great occasion to discuss how we made the AIs and what kinds of tools we have developed for this. Anyone who wants to give making AIs for Awesomenauts a try can check this little starting guide that explains the basics. I have previously discussed in two blogposts how we made the AI for Swords & Soldiers ( part 1 and part 2 ). Since then we have changed some of the fundamentals and those blogposts are well over three years old now, so I will write this blogpost assuming you didn't read them. When people think about "AI" they usually think about advanced self-l...

Introducing the editors of the Ronitech

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If you don't feel like reading through this entire blogpost, be sure to scroll down to the video in the middle for a demonstration! Those who read my blog from the very beginning, might remember a blogpost that went by the illustrious title Designing Levels Without Tools . When we made Swords & Soldiers , I was the only programmer at Ronimo , so I had to resort to drastic measures to be able to develop a complete console game in one year. The result was that our designers had a rather odd level design tool: Notepad... So much has changed since then! Awesomenauts was made with a larger team over a longer period of time and in this time we managed to make top-notch tools. So today, I would like to introduce the editors of the Ronitech! We have three in-game editors, plus an in-game AI debugger, which can step through our AI trees. The in-game editors are a Level editor, a Particle editor and an Animation editor. Next to that, we also have an AI editor and a Settings editor. Th...