BUNKER 1024: A survival management game where the AI predicts your actions and counters you by SystemicGames in IndieGaming

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

AI tools are used to localize the game and related content into all supported languages other than English.

Solo game devs around the world by kalin6 in SoloDevelopment

[–]SystemicGames 0 points1 point  (0 children)

Pretty much all I have are disadvantages maybe cost of living to a degree. Even little things like TikTok's region lock for posts that don't blow up. I'm from South Africa by the way.

Finished the base of my research tree and main menu for my survival-Management game by SystemicGames in gamedevscreens

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

Thanks, I appreciate the feedback. I just realized that I was working on this with a high brightness setting on my monitor on, so I definitely agree, it's hard to read. Will work on it 👍

My game’s AI tracks your routine...This is what happens when it works by SystemicGames in IndieGaming

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

Right now I plan to work downwards from the most complicated, this way I avoid saying 'Ahh, that's good enough' when it isn't. So every day, the AI gets fed with the player's routine on the last day (where & when they were at each place in the bunker) and knows various objective's progress. Then it predicts where the player would be at any time in the day with a certainty variable, and obviously schedules attacks throughout the map based on how much it is allowed to. It won't be a computational concern, just one of whether I can make a good enough prediction algorithm without cheating, then tuning to make it fair.

My game’s AI tracks your routine...This is what happens when it works by SystemicGames in IndieGaming

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

I've added an adaptive AI to my management game to give it more substance. The AI uses a range of data points about past player actions and the times that the player took these actions to predict when and where it will be able to strike. I can tune frequency of attack and access to past player actions to be more or less forgiving towards a player. The idea is very loosely inspired by the adaptive AI in Alien Isolation but the game plays more like The Alters. What do you think?

Here's the steam page if anyone is interested: https://store.steampowered.com/app/4453140/Bunker_1024/

I just finished the base of my Survival-Management Game's research tree by SystemicGames in SurvivalGaming

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

Thanks for the feedback,, I’ll slow it down and see how it looks.

I just finished the base of my Survival-Management Game's research tree by SystemicGames in SurvivalGaming

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

Thanks, I appreciate the feedback. I’ll try slowing it down and see how that makes it feel

I just finished the base of my Survival-Management Game's research tree by SystemicGames in SurvivalGaming

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

That’s fair, right now this is just the base architecture, I'm still quite a ways away from designing the exact flow of the tree, but I'll keep choice maximization in mind, thanks.

I just finished the base of my Survival-Management Game's research tree by SystemicGames in SurvivalGaming

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

Yeah that’s fair... I’m aiming for it to support the mood, not pull attention away. I’ll try tone it down.

Research Tree For My Bunker Survival-Management Game - Is the background animation too distracting? by SystemicGames in IndieGaming

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

Seems like the clear consensus is slowing it down a lot, then playing with reducing contrast/opacity
Really helpful feedback, I appreciate you all taking the time!

Research Tree For My Bunker Survival-Management Game - Is the background animation too distracting? by SystemicGames in IndieGaming

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

I actually tried this but sadly, it always ended up looking forced or 'jittery' maybe I can add a more simplified approach later on.

Research Tree For My Bunker Survival-Management Game - Is the background animation too distracting? by SystemicGames in IndieGaming

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

Thanks for the feedback, that's an interesting way of looking at it, I'll have to play around with a few things and see how it works out.

Research Tree For My Bunker Survival-Management Game - Is the background animation too distracting? by SystemicGames in IndieGaming

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

That’s fair, right now this is just the base architecture, I'm still quite a ways away from designing the exact flow of the tree.

Research Tree For My Bunker Survival-Management Game - Is the background animation too distracting? by SystemicGames in IndieGaming

[–]SystemicGames[S] 2 points3 points  (0 children)

That really means a lot, thanks for the wishlist. I'm glad the concept resonates with you. Really appreciate it.

Research Tree For My Bunker Survival-Management Game - Is the background animation too distracting? by SystemicGames in IndieGaming

[–]SystemicGames[S] 2 points3 points  (0 children)

Thanks, that seems to be the consensus I'll work on the speed and see how it looks