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Monthly Archives: June 2015

AI : Perception

Posted on June 10, 2015 by ScoundrelCidAdmin

 

Hey guys,

During the development of People of Aionos‘s AI system, I came across quite a few problems to solve and I thought I’d share what I’ve learned in case anyone runs into the same kind of trouble. I will write a series of blog posts, among the game’s updates, about different bugs I’ve encountered putting together a game AI with Unity, starting with AI Perception.

An AI perception system simulates the real senses of a person, usually sight and hearing, and transmits the relevant information to the decision system. Both senses need a way to detect if something of interest, mainly the player, is in range of the NPC, but the desired object has to be in the Field of View (FoV) and the Line of Sight (LoS) of the NPC to be seen. We can solve this in Unity by three different ways : Colliders, List or some 3rd party solution.

 

  • Colliders : With this option, you simply attach a sphere collider, as a Trigger, to any NPC and write a script that reacts on the OnTriggerStay function. Unity’s tutorial section has a good tutorial on it right here. This option is quick to implement and doesn’t require a lot of code, but I have found a problem with it while testing People of Aionos on an older computer.
  • Lists : With the Lists solution, you have to keep centralized arrays or lists of every possible object that might be of interest to an NPC (Player, Munitions, Sounds, etc…). Once this is done, it’s a simple matter to search, in the Update function, the content of those arrays and to test each object for distance, FoV and LoS. This option requires more time to develop and requires more code to manage than the colliders option, but it was my solution to the performance issues faced with the colliders.
  • 3rd party solutions : There are plenty of great and usable solutions on the Unity’s Asset store. Most of them include another AI system in them, like navigation, decision making and communication between NPCs. I will not go through the entire list of solutions and tell you which is the best as I have found this choice to be a matter of personal taste between code clarity, support, functionality, API’s, documentation, etc… But I will point out something to consider for any of these solutions : Yes, they will do a lot of the hard work for you, but some modifications to your code might have to be done in order to make them work properly and they will require time and energy to master.

PoA Timo perception

I personally toyed with all 3 of these options before finding the right one for me. I started with what I found in every tutorial online, using colliders. Sadly, while testing People of Aionos on a weaker system than my personal computer, I’ve found that perception colliders attached to multiple NPC’s at the same time, 15 or more, incurred huge slowdowns and performance issues. It took me days to track down the source of the problem and discover that all of the sensory colliders close together caused the performance dip. During this search I learned a lot about optimizing an AI along the way, which I am soon going to share with you in another post.

Since colliders were not a possible solution, I’ve decided to test out centralized lists and 3rd party options. I have found the list solution to work easily and without any performance issue and this solution was satisfactory for months, that is until I needed more complex AI decision making options. I tried a State Machine, but it wasn’t a realistic option, so I turned to Behavior Trees which worked marvelously. Finally, it’s while searching for a solution for my Behavior Trees in the Unity store that I stumbled upon Rival Theory’s RAIN. After some getting used to, I switched my NPC’s perception system to RAIN’s, which has great performance, visualization and support.

Rival Theory's RAIN Logo

I’ll be back next week with another post about the progress made on People of Aionos and a little bit more about its universe.

Posted in AI, RAIN, Unity | Tags: AI, Perception, RAIN, Unity | Leave a comment |

Back with more People of Aionos

Posted on June 2, 2015 by ScoundrelCidAdmin

Hey guys,

We’ve just finished migrating the website to a new server because the old one had to close unexpectedly. In the transfer, some data and blog posts were lost and so we are starting again with a new site, a new design and new information about our first project, People of Aionos.

Since our last post, a lot of progress has been made with the world building and the game mechanics.  We are also excited to have awesome graphics developed by our rocking artist, Edwin Jang.

 

PeopleOfAionos Logo Temp

So here is the jist of it: Mankind has left Earth for the stars. Centuries after its departure, People of Aionos tells of the dawn of the 3rd Aionosian Civil War. The story is seen through the eyes of the citizens of the outlying world of Inir Fog.

The Empire of Aionos has been in existence for close to 300 years and it has become riddled with greed and corruption. All strata of society suffer from some form of abuse. Now a derelict system, the Empire used to take care of its citizens with essential services like education and health care. It has long lost its civil responsibility and fraternity and has tightened its security and control over its people.

As the game begins, a hero appears on the remote world of Inir Fog. You don’t get to play him yet, nor do you get to play the Governor of Inir Fog, the head of the Imperial Government on Inir Fog. Instead, you will live through and try to make sense of this conflict by seeing it through the eyes of several different citizens: hard working miners, aging police officers, scheming politicians…

In the coming weeks, we will present our characters and their stories, driving forces and fighting abilities. Here is a little preview of one of those people:

Victoire, Inirion Police Sergeant

Victoire Idle Animation

 

On the gameplay and mechanics side of things, I used to plainly describe PoA as Secret of Mana meets Deus Ex: Human Revolution. But I think that descriptive isn’t as clear and effective as it could be, People of Aionos is more a Sci-Fi Twin-Stick Secret of Mana.

  • Twin-Stick because the controls work with a dual analog system (or mouse and keyboard).
  • Secret of Mana because of the Sprite Art, the camera’s point of view and its power selection.

I will also add that People of Aionos will feature a collateral damage system where your actions on and around the population will have a direct effect.

 

I won’t tell you all of it today, more will come in my next post. See you soon !

 

Posted in People of Aionos, Website | Tags: Gameplay, Inir Fog, People of Aionos, website | Leave a comment |

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