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Finding Purpose in War

Fellow Minions! I wanted to give an update on the progress of the enemy AI in the End of Times game mode. This is more of a technical oriented post, but I think many of you will finding it interesting. With the foundation of End of Times fully in place, I can start working on improving the enemy AI. To start, I'll be working on improving the pathfinding on enemies so that they can travel to a particular spot in a arena, rather then roam randomly. Currently, all enemy AI have a simple "bump and switch" algorithm defining how they move. What this means is, an enemy will roam in a particular direction until they detect a collision, or a ledge, in which case they'll simply turn around. While this is serviceable, and many arena shooters use this type of enemy AI, I'd like the player to face off against smarter, more worthy adversaries! To allow enemies to traverse a arena more fully (no more be containing to a single area/platform), I started to build a network of nodes throughout the arena. These nodes will tell enemies where they can go, and they even serve as jump pads, telling an enemy that they can jump and how high they need to jump.
Ignore the red numbers, those are enemy spawn points and not related to pathfinding. Instead we're interested in the yellow dots and lines connecting them. Currently, the lines don't do serve any purpose (they will soon, more on that later!). At this iteration, whenever an enemy collides with one of the yellow dots (our Nodes), it will tell the enemy three things, the speed at which they can continue to travel at (each node has a left speed and right speed value), and a value to let the enemy know they should jump, and by how much can they jump. At this point, the enemy doesn't have any goals or desires to travel to any particular node in the arena, they are still roaming somewhat aimlessly, but now the enemy can just jump around to other platforms and be steered in a particular direction. This is good a start! But we can do better. What if we want the enemy to travel to a particular node or object within the arena, say hunt our player? One way of achieving that is by simply telling the enemy which direction the goal is relative to themselves (is the object to my left, or right?). Thankfully, we can easily calculate that using vector dot product formula. Depending on the angle of the dot product, we'll know if the object is the left, or right, telling the enemy AI which direction to travel in.
In the GIF above, the enemy starts to travel towards the direction of the player once he has spawned, only to be treated to a buck shot. Poor Nomed. He had it coming though. All done! We have our enemy hunting a particular goal in a arena, using nodes to steer them in the right direction. Well, not quite. There's still two things we need to consider at this point. What if there are multiple objects the enemy could care about? How do we select which one is most desirable? And second, right now, there's nothing telling the enemy which path is best to travel. There's still no real pathfinding going on. Let's address the first issue, determining which object is most desirable to head towards. What if we could have our nodes rate their current desirability, based on several variables such as is if the player or a particular game object near by, and allow enemies select the most desirable node to travel to?
And that's exactly what I did! In the above GIF, the large yellow circles for each node is the area in which a node will check to see if there is any particular object they care about is near by (right now, just the player). The number within the circles is the nodes current desirability rating. Each nodes as a default desirability of 100. Once a player comes within range of the node, it will add 300 to it, for a total desirability rating of 400. When the player leaves the node area, it'll go back to 100. The enemy can now search through all the nodes and determine which one has the highest desirability rating, and thus is the most desirable to travel to. This lays a nice foundation to give enemies a system to more smartly traverse the arena and achieve a particular goal. We still haven't addressed our pathfinding requirement. At this point, enemies don't follow a particular path to a node, per say. They are still just moving left or right until a node tell them to jump (actually, they'll only jump if their current target node is above them), or their target node changes desirability and heads in that general direction. This does work well, but there are some edge cases where this breaks and a more robust system is need (in the GIF above, if the most desirable node is in the platforms above only reached by portals, the enemy doesn't know how to get there properly yet). More astute readers are probably screaming "A*! A*! A*!". That's probably going to be the next step in the system. So this is the current state of the enemy AI in Demons with Shotguns. The short term goal is to have smarter, more worthy enemies to face off against. The long term goal, possibly introducing bots into the Versus game modes. We'll see how things develop!


[ 2015-11-24 14:11:14 CET ] [ Original post ]

Demons with Shotguns
MindShaft Games, LLC Developer
MindShaft Games, LLC Publisher
2016-04-25 Release
Game News Posts: 32
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Positive (17 reviews)
The Game includes VR Support
Public Linux Depots:
  • Demons with Shotguns Linux Content [437.22 M]
Available DLCs:
  • Demons with Shotguns Original Soundtrack
Game is not tagged as available on Linux on Steam.
Linux is not in the OS list.

Couch Fragger Shooter Action for 2-4 Local Players

  • Frantic local multiplayer, twitch style arena shooting action!
  • Multiple playable characters. Play as the faithless Preacher, the desperate Demon, the Heavenless Angel, the Antichrist Deceiver, the peace keeping Nun or even Death himself.
  • Choose from multiple game modes, including free-for-all and team based modes.
  • Battle it out in 4 different interactive environments, with 10 arenas each, featuring unique environmental hazards and mechanics.
  • Pick up randomly dropped tarot cards that can either bring you good luck to you or your team in the form of a temporary power-up, or can curse your opponents, giving you a competitive edge.
  • Deflect bullets back at your opponent with your shield.
  • Dash across the arena to make a quick escape or a trail blazing kill.
  • Master shotgun jumping to reach high platforms and create shortcuts.
  • An original soundtrack by VHS Glitch, famed synthwave composer.
  • Featuring the epic voice of Jon Bailey from Honest Trailers.

Singleplayer & Local Co-op Enemy Wave Mode

  • Fend off the Devil's army and prevent the end of times in a 1-2 player enemy wave mode.
  • Face off against 6 different types of enemies.
  • Fight in 5 different unlockable arenas and fight your way to an epic boss battle against the Devil himself.
  • Collect the souls of your enemies and earn a 1UP.

Multiple Competitive Game Modes

  • Classic Deathmatch.
  • Classic Team Deathmatch.
  • Soul Reaping, where each player fights to increase their pool of souls by draining other players of theirs.
  • Team Soul Reaping, where each team shares the same pool of souls.
  • Capture the Soul, a variant on classic capture the flag where players fight for control of the single soul in order to capture it.
  • Team Capture the Soul.
  • Last Soul Standing, where players have only one life and fight in round based combat.
  • King of the Soul, where you fight to maintain control of the single soul, earning a point for every 5 straight seconds you have control.
  • Team King of the Soul.

Multiple Arenas & Environments

  • Fight at Death’s Cemetery and uncover each labyrinth's hidden passages and secret hideaways while avoiding booby traps.
  • Square off in the abstract and bizarre caves of Hell, using portals to traverse levels.
  • Showdown on the rooftops and streets of a mega city, avoiding long drops and managing moving platforms.
  • Confess your sins, then commit a bunch more, before the church altar.

GAMEBILLET

[ 6107 ]

8.27$ (17%)
8.89$ (11%)
26.69$ (11%)
3.75$ (75%)
12.67$ (15%)
42.45$ (15%)
25.49$ (15%)
4.12$ (17%)
16.52$ (17%)
16.97$ (15%)
17.19$ (14%)
25.49$ (15%)
12.45$ (11%)
12.59$ (16%)
17.79$ (11%)
24.87$ (17%)
8.47$ (15%)
13.34$ (11%)
13.21$ (71%)
25.48$ (15%)
8.49$ (15%)
5.03$ (16%)
16.88$ (16%)
9.89$ (1%)
16.79$ (16%)
4.19$ (16%)
7.11$ (11%)
15.29$ (15%)
12.74$ (15%)
16.79$ (16%)
GAMERSGATE

[ 1170 ]

0.51$ (83%)
0.51$ (91%)
7.5$ (70%)
0.51$ (83%)
11.9$ (70%)
4.05$ (73%)
3.19$ (79%)
0.8$ (60%)
3.4$ (66%)
6.79$ (32%)
0.77$ (61%)
1.7$ (83%)
15.99$ (20%)
2.64$ (78%)
3.19$ (79%)
1.02$ (83%)
8.49$ (58%)
0.9$ (91%)
3.5$ (65%)
5.94$ (41%)
4.25$ (83%)
11.99$ (20%)
0.53$ (92%)
5.31$ (79%)
9.0$ (70%)
3.4$ (83%)
0.85$ (91%)
3.87$ (70%)
7.92$ (74%)
2.25$ (89%)

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