Game? Retro. AI? Modernized
Their choices are made via a behavior tree: a branching path of actions that an actor can take, resulting from each other. Its a standard thing in gaming, but not in retro games, and not in games based on the Doom engine. We believe that we are the first to implement Behavior Trees in GZDoom. Why is it important? Not just because the effect is visible: our enemies are smarter, react to your actions instead of following a simple pattern. Also, for us, their actions are much easier to program. We use a visual editor to create their branching behavioral paths. This makes creating their personalities much, much more convenient. See how it looks:
We also use these trees to create the AI for non-combatants so that we can add life to our game world. Not everyone is your enemy, not everyone is there to kill. This design concept was first used in the underrated gem Strife many years ago, but we hope to take it to the next level. If youre a modder or a GZDoom game creator, heres something important for you: well make our behavior trees open source very soon. Its one of the best things about Doom and GZDoom: we can share our knowledge and findings, and help each other create better, more amazing games! Wishlist and follow us for more Beyond Sunset and GZDoom goodness. https://store.steampowered.com/app/1665260/Beyond_Sunset/
[ 2023-05-25 12:26:25 CET ] [ Original post ]
Hi all!
Beyond Sunset is a retro game at core, yes, but it cant play like a retro game. Today, simplified AI behavior just wouldnt fly. Enemies cant stumble around half-randomly, with their only objective being looking for you. This stumbling is something you can notice easily in the original Doom. We wanted to avoid it. So what did we do?
We focused on changing the pathfinding and in general, on letting our enemies make decisions.
Their choices are made via a behavior tree: a branching path of actions that an actor can take, resulting from each other. Its a standard thing in gaming, but not in retro games, and not in games based on the Doom engine. We believe that we are the first to implement Behavior Trees in GZDoom. Why is it important? Not just because the effect is visible: our enemies are smarter, react to your actions instead of following a simple pattern. Also, for us, their actions are much easier to program. We use a visual editor to create their branching behavioral paths. This makes creating their personalities much, much more convenient. See how it looks:
As a result, you can experience much more exciting (and vertical) combat scenarios than in older Doom-based games.
We also use these trees to create the AI for non-combatants so that we can add life to our game world. Not everyone is your enemy, not everyone is there to kill. This design concept was first used in the underrated gem Strife many years ago, but we hope to take it to the next level. If youre a modder or a GZDoom game creator, heres something important for you: well make our behavior trees open source very soon. Its one of the best things about Doom and GZDoom: we can share our knowledge and findings, and help each other create better, more amazing games! Wishlist and follow us for more Beyond Sunset and GZDoom goodness. https://store.steampowered.com/app/1665260/Beyond_Sunset/
Beyond Sunset
Metacorp
Metacorp
Oct 2022
Indie Adventure Singleplayer
Game News Posts 68
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
Very Positive
(143 reviews)
https://metacorp.itch.io/beyond-sunset
https://store.steampowered.com/app/1665260 
SUNSET CITY, CALIFORNIA - 20XX: You've been awakened from cryostasis. Your name, your identity, your memories… All lost in the confusing fog of hypersleep. Not only a stranger in a strange place, you begin to manifest powerful abilities. Lightning-fast reactions. Innate combat skills. Near-supernatural agility. You’re not like everyone else.
Your talents are quickly recognized. A mysterious woman named Yuri makes you an offer you can’t refuse. In exchange for putting your talents to use as a street samurai, she will use her resources to discover your identity and restore your lost memories. She welcomes you to a community of other extraordinary individuals who share your unique abilities, and are united by a common cause.
- Lo-Fi aesthetic: Graphics inspired by classic DOS first-person shooters from the era of Doom and Duke Nukem 3D.
- Fluid movement: High-octane first person action with advanced movement for dashing, sliding and other acrobatics.
- RPG Elements: Interact with NPCs, learn the lore of Sunset City, take side missions and upgrade your abilities.
- Music: Hear an original vaporwave soundtrack composed by synthwave legend Karl Vincent.
- Mod support: Create and share your own levels, weapons and more with richly-featured free and open-source tools.
MINIMAL SETUP
- OS: Ubuntu | Debian
- Processor: 2.4 GHz Dual-CoreMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: OpenGL 3.3 Compatible
- Storage: 400 MB available space
- OS: Ubuntu | Debian
- Processor: Quad Core 2.4 GHz 64-bitMemory: 6 GB RAM
- Memory: 6 GB RAM
- Graphics: OpenGL 4.0 or Vulkan Compatible
- Storage: 400 MB available space
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