Part 6/9:
Building a Test Map and Finalizing Mechanics
As development progressed towards its conclusion, it became necessary to create a test map. This involved adding various elements like water shaders and terrain textures to enhance the environment’s aesthetic appeal. The player’s movement mechanics also required adaptation to fit the game's design better, allowing for more versatile navigation, including stairs.
Combat mechanics introduced another layer of complexity, as the developer endeavored to create a weapon system that felt fluid and responsive. This phase was marred by frustration and technical setbacks, yet perseverance paid off as the swinging animation finally functioned after multiple attempts.
Encountering Bugs and Challenges
Part 1/9:
The Challenge of Creating a Game with Clumsy AI
Creating video games is often deemed a glamorous and exciting endeavor, but the reality can be much more chaotic and challenging, especially when trying to incorporate artificial intelligence (AI) that behaves in a less-than-ideal manner. This article explores the experience of developing a game centered around teamwork with AI that often appears clumsy and “brainless”. The process is fraught with technical issues, creative hurdles, and the omnipresent deadline: just five days to complete the project.
Setting Up the Project
Part 2/9:
The journey begins by launching a new project in Unity, one of the most popular game development engines. The first major task was to establish a spawning system for the AI teammates. Initial attempts faced challenges, but after considerable time and effort, a workable overhead movement system was created. The fundamental concept of the game began to take shape, focusing on a strategy where the player collaborates with multiple AI companions to defeat a much stronger enemy.
Designing Gameplay Mechanics
Part 3/9:
With the gameplay idea conceptualized, the focus shifted to developing the AI for the player’s teammates. The designer decided to limit the number of AI that could be spawned initially. However, this led to an unexpected setback—after spawning in the teammates, the player was unable to move. This prompted the designer to spend an extensive amount of time refining the movement system, ultimately achieving a satisfactory solution.
Part 4/9:
Transitioning to the enemy AI, a major character, referred to as “the big guy,” was created to serve as the formidable antagonist. The AI needed something to chase, so the designer continued to develop mechanics that would have the smaller AI “clump” together in pursuit of this main villain. Despite several bugs along the way, including humorous glitches that embodied the chaotic nature of the project, the game mechanics gradually began to solidify.
Artistic Developments
Part 5/9:
To enhance the visual elements of the game, the developer devoted time to creating models, starting with the small enemy AI. The artistic process of model creation proved to be taxing, yet the results were rewarding, though some models needed animations to prevent an unintended horror-game aesthetic. The designer initially faced difficulty integrating animations within Unity but eventually sought animation resources that would elevate the game's visual appeal.
The game suffered from more visual inconsistencies, with issues related to the speed of animations not aligning correctly with the movement of the AI characters. To resolve this, a cold re-evaluation led to the addition of running animations that brought a sense of dynamism and competence to the small AI characters.
Part 7/9:
Bug fixes became a significant aspect of the final stretch. Each new feature brought its own set of errors and glitches which needed careful attention and troubleshooting. As the AI began attacking, unintended consequences arose, such as the enemy dealing damage to objects it shouldn’t. Yet every challenge offered a learning opportunity, contributing to the project's evolution.
UI Implementation and Final Touches
The Designer realized that incorporating a user interface (UI) was essential to provide the player with critical information, such as the health status of the big antagonist. Final adjustments involved not only aesthetic improvements but also functional enhancements, like post-processing effects that were employed to elevate the overall visual composition of the game.
Part 8/9:
Conclusion: Reflections on the Endeavor
After five intense days filled with trial and error, the game reached a playable state. However, the creator delivered a tongue-in-cheek disclaimer about the game's rough edges, referring to it more as a "mess of broken models and bad code” than a polished product. Yet, the experience encapsulated the learning process inherent in game development—especially one involving unpredictable AI partners.
Part 9/9:
This project serves as a reminder of the complexities in designing interactive entertainment where human effort combines with technological limitations and unexpected challenges. As the developer encourages viewers to engage with the content, there’s an implied promise that future endeavors may yield more refined results. The journey of creating games is ongoing, and from it emerges the potential for improvement, innovation, and ultimately, better games.