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LittleBigPlanet 3
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Basic Fighting Sackbot AI

Archive: 9 posts
2015-07-10 22:50:32 / Author: MrMonstrums
Hi everybody,

I was wondering if anybody knows the logic behind creating some basic combat in sackbots. I have a level im working on called Tyson Tomb and I feel due to the scope of the level it needs to have dynamic play styles that differes from constant platforming. So i want the ability for my protagonist to be able to chuck a few swings at an enemy and the enemy to also swing a few back!

 

I'm having a go at some experiments now but any help would be great! Get in touch through my PSN: MrMonstrums


Thanks guys!
2015-07-10 22:50:32
Author:
MrMonstrums
Posts: 7

2015-07-11 01:34:48 / Author: TheAliklumKnight
Heads up! I've personally found that combat in LBP is pretty difficult. I think the first step is designing your combat system,so like what type of combat do you want? There is a wide variety of combat genres from which you can derive from.  This can include a twin stick shooter, RTS , TPS, FPS. Lots of this stuff is pretty hard to pull off in LBP in my opinion,  but it can be done. Keep in mind,those are a few examples,don't feel limited to those!

 Once you have an idea,you should go ahead and start sketching it out.  Paper works or just writing it down works too,I like to always think of what I'll be working on before I boot up LBP so I can go into a level with a goal! This, of course is all optional. Just my method of doing things.
 
 Your combat does seem pretty doable, but how do you wanna make it fun? Maybe add cool sound effects and visuals when you hit an enemy, or maybe add in a super move to dispatch enemies?  Never the less, make combat fun for the player,something to look forward to!

 As far as making your actual combat, seems like you should start off with building the animations for each attack. Once you have your attacks, you can place them on your bot and set up how you want to trigger them. Keep in mind you should 

  If you intend to use a health bar I typically use  this method  
2015-07-11 01:34:48
Author:
TheAliklumKnight
Posts: 11

2015-07-11 01:41:20 / Author: TheAliklumKnight
Heads up! I've personally found that combat in LBP is pretty difficult. I think the first step is designing your combat system,so like what type of combat do you want? There is a wide variety of combat genres from which you can derive from.  This can include a twin stick shooter, RTS , TPS, FPS. Lots of this stuff is pretty hard to pull off in LBP in my opinion,  but it can be done. Keep in mind,those are a few examples,don't feel limited to those!

Once you have an idea,you should go ahead and start sketching it out.  Paper works or just writing it down works too,I like to always think of what I'll be working on before I boot up LBP so I can go into a level with a goal! This, of course is all optional. Just my method of doing things.

Your combat does seem pretty doable, but how do you wanna make it fun? Maybe add cool sound effects and visuals when you hit an enemy, or maybe add in a super move to dispatch enemies?  Never the less, make combat fun for the player,something to look forward to!

As far as making your actual combat, seems like you should start off with building the animations for each attack. Once you have your attacks, you can place them on your bot and set up how you want to trigger them. Keep in mind you should make it so the other moves are cancelled out during this time.

 I pretty much just set my sackbots to use ranged homing attacks once the player is no longer within in detection, making the player finish the attack up close since they don't have any ranged attacks of their own. Of course you can play it off your own way, maybe making cool ranged combat! As far as their range of attacks,maybe copy a few over from the player bot. and once the player is within a certain detection range for so long,they fire off that attack.

 If you intend to use a health bar I typically use  this method  
2015-07-11 01:41:20
Author:
TheAliklumKnight
Posts: 11

2015-07-11 07:37:35 / Author: TheSangheiliGeek
I too, would like an answer to this question. I would also like to add:

How would you make a health bar?

How would you make these "attack animations?" Is it as simple as plugging the button used into a preset character animation tweaker?

Also, what would be the best way of arming this sackbot? A custom powerup? Is there a better way than that?

If I could get answers to all of these questions, I would be eternally grateful!
2015-07-11 07:37:35
Author:
TheSangheiliGeek
Posts: 181

2015-07-11 10:07:26 / Author: Psmerga

Health bar
https://youtu.be/qmOFfc8Vk-M
2015-07-11 10:07:26
Author:
Psmerga
Posts: 373

2015-07-11 10:10:50 / Author: Godzilla
Health bars are usually counters which go down as damage is inflicted. Every time damage is inflicted, the input of the counter which causes its value to decrease is activated. Counters start out with their value at 0 (black) and they count up, but I believe that there is a setting where you can reverse this and they will start at the max value and count down.
2015-07-11 10:10:50
Author:
Godzilla
Posts: 13

2015-07-11 10:49:43 / Author: MrMonstrums
Thanks guys for the help i've only just seen all this now! What I have got so far is a basic system in which my sackbot can punch an enemy and the enemy can punch back. this is also tied to a health bar that when counts down kills the player (unless killed by something else before it finishes counting down). This health bar also inspired me to put a height damage system in my level too, as it is a free roam 3D platformer i made it so that at a certain height the bot takes a chunk of damage after falling.

All i needed was a functional way to punch another sackbot haha but i have my first prototype now so i think beyond this i need to develop combos.

Cheers guys!
2015-07-11 10:49:43
Author:
MrMonstrums
Posts: 7

2016-06-30 17:28:32 / Author: Idiotic.trash
I'm not very good with logic myself, so how do you bring the health bar down whenever you activate the punching animation? Is it through tags?
2016-06-30 17:28:32
Author:
Idiotic.trash
Posts: 1

2016-07-03 06:29:45 / Author: sanfoxer
This is a project im working  on the logic in this lvl will be hard as crap  I know the logic in the game so it will take a long time to make if you don't see it one my earth problems was made in the process this will be a vs game on lbp3
2016-07-03 06:29:45
Author:
sanfoxer
Posts: 55
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