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Found 3 results

  1. thepigeonfighter

    Unity Asset -Visual FSM Editor

    So FSMs seem to be a common thing that is needed by game devs but when I looked in the asset store most of the tools I saw either went too far or did not go far enough. On one hand you have tools like bolt, and playmaker that look awesome but are doing too much of the coding behind the scenes(for me at least). Then on the other hand you have a plethora of FSM implementations that have little to no visual side at all. Without having a visual editor to refer back to it seems like designing behaviors could get out of hand really quickly. So I wanted to design a FSM designer that struck a balance between making your life easier and allowing you to still control the code that is going on behind the scenes. I ended up making this asset. https://assetstore.unity.com/packages/tools/ai/easy-state-153724
  2. I'm a young developer who wants to make my very own 2.5d fighting game like SFV (not on the same scale of course). As of now, I've had a good 3 months of programming experience, especially on Unity, but I won't say that I'm an advanced or even intermediate level programmer yet. However, I really want to make this dream game, or at least do a good job trying, but I have somethings on my mind that are causing me some roadblocks. I play a lot of fighting games (I'm alright but not the best) as a form of research and also looked up some aspects of game development/design that apply to fighting games, and one of the main components are state machines or FSM's. However, I don't know how to go about writing an FSM and I don't want to use Unity's Mecanim controller as I've seen that it doesn't really work well for more complex fighting games. To pretty much sum it up, All I want is some advice on how to go about making a state machine primarily for fighting games.
  3. So I am working on a 2D game in Unity that would probably be best described as a top down game similar to Starbound / Terraria with a much heavier focus on combat and character progress and less on the exploration / building. Up until now my enemy controller has been very basic with just inline code that does basic checking around itself for the player, chasing the player if in a certain range, attacking the player in a certain range, and so on. I am now trying to have more behaviors that the enemy can have and having all this inline in the enemy controller is getting a bit hard to manage and make more modular to make enemies with different behavior easily. For example I would want to have a number of different actions an enemy can do: Roam when a target is not in range (whether the be the player or another NPC) Roam when a target is not in line of sight Chase target when it enters within the enemies range Chase target when it enters the line of sight on the enemy Range attack target when it is in certain range of the enemy Melee attack target when it is in certain range of the enemy Teleport to a random location within a certain range when the target gets close enough to the enemy Perform seal heal when enemy's health gets too low Run away when the enemy's health gets too low Not all enemies will have all these possible actions so I want to be able to as easily as possible add and remove these action for enemies and just as easily add new actions to the pool of available actions. I am trying to figure out the best way to handle this kinda of behavior. Finite State Machines seem to be the most common thing I see suggested but was wondering if there might be something else I should be looking into. Also looking for learning resource for whatever solution I end up going with (ideally something in video form and even better if it is focused on a C# implementation). Any help with this would be awesome, Thanks.
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