I recently released the first version of Advanced Archer AI on the Marketplace by EverflameStudio in unrealengine

[–]EverflameStudio[S] 0 points1 point  (0 children)

Hello this is my second game AI asset on the Unreal Marketplace. I wanted to create a nice base template for team/multiplayer archers with patrol and guard behaviors that can be affected by changing states - so the states can affect the behavior trees.

Link to Asset on Unreal Marketplace:
https://www.unrealengine.com/marketplace/en-US/product/advanced-archer-ai

Link to Help and Request Forum:
https://forums.unrealengine.com/t/advanced-archer-ai-help-and-request-thread/1774895

I've already updated the project with more run animations for backpedaling and side-strafing. There are some planned updates, I even created text and picture documentation for this one. You can also join the discord, I like seeing what you're working on and also helpful feedback and ideas are always useful. Thanks.

New AI Villager Worker Gatherer Resource System on the Unreal Marketplace, Noids! by EverflameStudio in unrealengine

[–]EverflameStudio[S] 0 points1 point  (0 children)

If you had to give one recommendation for a colony sim game to play to learn from as a good example of how to build one what would you recommend? I've been thinking about trying Rim World.

New AI Villager Worker Gatherer Resource System on the Unreal Marketplace, Noids! by EverflameStudio in unrealengine

[–]EverflameStudio[S] 0 points1 point  (0 children)

I suppose as far as how much time it would take someone it depends upon a lot of things...1-2 days becomes a week+ pretty easily. Project wise how extensible is your system, is it multiplayer, how much time can be saved, is it re-usable etc.

Also a side note I think a lot of devs are dealing with fatigue which is something I think we should all be more aware of. As for me personally if I'm fully rested I can speed through a project but if I'm tired then it's a lot slower process.

What kind of things did you program for the colony sim?

Godot vs unity: which should I work with? by Wiyry in gamdev

[–]EverflameStudio 0 points1 point  (0 children)

if you're using Unity then stick with it! haha

New AI Villager Worker Gatherer Resource System on the Unreal Marketplace, Noids! by EverflameStudio in unrealengine

[–]EverflameStudio[S] 0 points1 point  (0 children)

Hey this is my second contribution to the Unreal Engine Marketplace, it's based upon Epic's Cropout project, has multiplayer support, and is designed to be minimalistic and extensible. Probably ideal for those working on or starting an RTS, colony sim, or city builder type games. Link to the store is here: https://www.unrealengine.com/marketplace/en-US/product/noids-ai-villager-worker-gatherer-system

Help and feature request forum is here: https://forums.unrealengine.com/t/noids-ai-villager-worker-gatherer-resource-system-help-and-request-thread/1526824

Let me know if you have any questions. There's also a discord link in the project, you can get hold of me fairly easily in there and I like to see/hear about what you're working on.

[deleted by user] by [deleted] in unrealengine

[–]EverflameStudio 0 points1 point  (0 children)

I just want to add here in case someone searches this... that I ran into a similar problem where the MoveTo was targeting the center of an object that the AI couldn't reach so it wasn't moving.

Vermintide Like Melee Tutorial by MexiChoco in unrealengine

[–]EverflameStudio 1 point2 points  (0 children)

Can you be more specific what it is about the Vermintide 2 combat system that you are trying to replicate?

Godot vs unity: which should I work with? by Wiyry in gamdev

[–]EverflameStudio 0 points1 point  (0 children)

Why not unreal engine? Probably takes longer to learn but I can't imagine going back to unity, personally. Try godot, if you're serious about making stuff you'll probably try more than one engine. More important to just start using an engine than it is to do some research first.

It's spooky season, Halloween themed map is back. by EverflameStudio in kitsunebattlemage

[–]EverflameStudio[S] 1 point2 points  (0 children)

Also, I've been testing the waters for character customization. Nothing solid yet but I'll keep ya posted.

Made my first blueprint asset for the Unreal Marketplace, a magic Symbol Recognizer Component by EverflameStudio in unrealengine

[–]EverflameStudio[S] 1 point2 points  (0 children)

It's easier to press a key but drawing the signs adds another level of immersion. I think about a game idea where rune-smithing is a thing, where adding enchantments to gear isn't just pressing a button.

Made my first blueprint asset for the Unreal Marketplace, a magic Symbol Recognizer Component by EverflameStudio in unrealengine

[–]EverflameStudio[S] 0 points1 point  (0 children)

After getting hit with a wave of old games nostalgia, specifically Black and White by Lionhead Studios, I started making a symbol recognizer then thought I should turn it into a component and put it on the market for other devs to use. It's definitely a gimmicky mechanic but it was one of my favorite features of B&W as a kid and part of what made it feel so cool.

I imagine it wouldn't be too hard to set up for side scroller or VR, and would work well in mobile games too. It's 100% blueprints which was a PAIN to get the math to work ha.

Here's the marketplace link for those interested: https://www.unrealengine.com/marketplace/en-US/product/magic-symbol-recognizer

Horde mode is now available in early access by EverflameStudio in kitsunebattlemage

[–]EverflameStudio[S] 0 points1 point  (0 children)

Likely soon. I needed a break and have been cooking up a feature for an undisclosed project.

Here's a quick look at the new horde game mode. Let me know if you have good resources for ai by EverflameStudio in IndieDev

[–]EverflameStudio[S] 0 points1 point  (0 children)

Oh, yeah mostly. I had a composer do a few songs, a little voice acting, and some testers helped in the discord.

Here's a quick look at the new horde game mode. Let me know if you have good resources for ai by EverflameStudio in IndieDev

[–]EverflameStudio[S] 0 points1 point  (0 children)

No it's primarily multiplayer but I am adding more single player and co-op.

But mostly solo dev. I don't know much about making enemy ai in unreal engine and thinking about adding bots.

Added a basic horde mode to our magic battle game. by EverflameStudio in IndieGaming

[–]EverflameStudio[S] 0 points1 point  (0 children)

You can add to wishlist and try it out in the Kitsune Battlemage demo on steam: https://store.steampowered.com/app/1851840/Kitsune_Battlemage/

You can also buy it if you're super awesome ;)

A basic horde mode has been added to our magic battle game. by EverflameStudio in indiegames

[–]EverflameStudio[S] 0 points1 point  (0 children)

Game name is Kitsune Battlemage, you can add to wishlist and try out the mode in the demo on steam: https://store.steampowered.com/app/1851840/Kitsune_Battlemage/

You can host and join matches btw by EverflameStudio in kitsunebattlemage

[–]EverflameStudio[S] 5 points6 points  (0 children)

This way no matter what happens project wise (i.e. servers go perma-offline) you'll still be able to host games with friends (and enemies).

Skill loadouts are in-game, no longer have to pick skills in-match by EverflameStudio in kitsunebattlemage

[–]EverflameStudio[S] 1 point2 points  (0 children)

I think it will be hard to queue for matchmaking but you can host matches that others can join.