12:00 love the transition from the 2D astethic to the isometric 3D perspective. A great way to show they evolved their game from the first one.
@AIandGames3 жыл бұрын
This is the opening shot of the game and it's *really* nice when you see it for the first time.
@AIandGames3 жыл бұрын
We're back folks! Sorry to keep you waiting so long. Unexplored has been on my to-do list for a long time and is now available on everything from PC to Switch, so you have no excuse not to try it out! I'll be back soon not only with a new Design Dive episode but another patron-voted episode on another indie game.
@theoneand0nly8743 жыл бұрын
@AI and Games is there any way you can look at the rainbow six Vegas ai ??
@mateorodriguez7853 жыл бұрын
man this pretty smart game design!!
@BongoBaggins3 жыл бұрын
"Hmm, I wonder how he'll talk about Spelunky today" 🤔
@AIandGames3 жыл бұрын
I ask myself this question every day.
@BongoBaggins3 жыл бұрын
@@AIandGames Keep it up! Love it 😁
@Ekklo3 жыл бұрын
I absolutely love this game and cant wait for the sequel. Thanks for covering this underrated gem!
@_mickmccarthy3 жыл бұрын
Awesome! I bumped into you at a Rezzed event a few years back and you recommended checking out Joris Dormans' work on level generation here. Really interested to see how they apply this to the open-world aspect of Unexplored 2
@AIandGames3 жыл бұрын
Oh boy, I've almost forgotten what's it like to just bump into people! 😅 But yeah this has been on my to-do list for a while, so with the sequel coming this year I figured it was time to get it out there.
@VoidExistence3 жыл бұрын
Very informative video. I always look forward to you explaining various implementations of "AI" in games :)
@PBOZAI3 жыл бұрын
If you have spent much time with Source SDK, and been on the valve developer wiki. The ideas of Bounce, Loops, and Push level design elements are strongly encouraged and expanded on.
@dendon33843 жыл бұрын
I wish more games were like this: pushing the envelope of what's possible with AI. I will def check out both games, and thank you for another amazing breakdown.
@styxrakash46393 жыл бұрын
I absolutely love this game. I'm glad it's still getting coverage
@JanB16053 жыл бұрын
I just recently thought "Huh. I wonder what Tommy is up to. Didi't see a video from him for quite some time." And then you drop this one..just as I was wondering about you. Great and really ingeresting video as always! 😁
@AIandGames3 жыл бұрын
Yeah I was having a tough time getting started again after taking some time off around Xmas. Was just exhausted. That said, I really wanted to get a new episode out for January so got my head down and put this one together.
@jenius003 жыл бұрын
I had been thinking about this problem and did some investigation on games and papers and I think I've had some insights that I still haven't seen anyone come up with. I'd been working on formalizing them, and then real work intruded. One key insight is that all these key-lock problems which I've abstracted to events and the impasses they resolve can be boiled down to a tree of nodes that contain those events and relations (impasses) which cannot be traversed without visiting some boolean combination of nodes containing a set of events required for the impasse. The tree can be generated sequentially, guaranteeing a path to the terminal node. The series of cycles described here can be translated to this. Translating the nodes to temporal/spatial layouts is itself a huge challenge, but flexible. All games with impasses can be reduced to such a graph, I hope to prove.
@judgedbytime3 жыл бұрын
You plan to turn the cyclic graph into an undirected graph (tree)?...
@jenius003 жыл бұрын
@@judgedbytime you might consider it doubly directed by default with the potential for directed edges. Or consider all doubly directed with one way traversals described by an unresolveable impass. Cycles can exist in the structure. I'm not sure if my thinking has evolved on it or not or how it is different than the cycles described in the video. I'd have to rewatch and check my notes for what I was trying to say. I think the reduction removes the cycles despite the fact that there may be cyclic paths in space. It breaks the system down to more logical steps where events make impasses traversable.
@JardsonJean3 жыл бұрын
As much as I find this fascinating and elegant, for a randomly generated dungeon crawler like Unexplored it feels overkill. I played a bunch of this game and it never felt much different from other games similar games in terms of progression.
@revimfadli46662 жыл бұрын
I wonder if making the cycles akin to Dark Souls' could improve things...
@Wylie2882 жыл бұрын
How far down did you get? The first 3 floors or so do feel like traditional floors. (albeit with a lot better pathing, idk how you never noticed that). But get past floor 3 and there is nothing like it at all.
@AkantorJojo3 жыл бұрын
I found this game some Years ago because I read the article about the cyclic generation. Fascinating toppic. I hope more games and developers pick something of it up
@Dominik-K3 жыл бұрын
Great work! I love nap generation algorithms, a cyclic system looks interesting
@matthewboyd8689 Жыл бұрын
This is exactly how I was planning to set up my level design for my game, although my ideas is a FPS and the level would basically be one map with something like 5 of these dungeon areas making up the entire level. Glad to know that it is functional, although I'm not coder and I don't know how far one can push Chat GPT4 and the mod tools of Left 4 Dead 2
@moayadqabbari3 жыл бұрын
Just a small unrelated note. I literally watched all the videos on this channel + Smoke and Mirrors (including those I watched previously) and still KZbin showed this video on my newsfeed 3 days after it was uploaded.
@1337GameDev3 жыл бұрын
Awesome! Purely clever iterative design. Design a system that takes a set of grammars, and uses those to generate tilesets, to generate rooms. Then make an open world game.... that generates GRAMMARS to generate dungeons. Very clever.
@matthewboyd8689 Жыл бұрын
Knowing that doom is a 2D top down shooter from a computer's perspective and a 3D first person shooter from player perspective, I really wish that all of these procedurally generated 2D games would use that to their advantage. I love the idea of a (good) procedurally generated first person shooter
@Rainmaker1O3 жыл бұрын
Great video! really worth the waiting :D
@Zearo2983 жыл бұрын
Excellent video, as always, Tommy. Extremely interesting system, has me on the lookout for unexplored 2 to see the expansion of the generation and parsing. Very interesting. Have you ever considered doing a video on Monster Hunter World? I feel that the monster AI has a lot of trickery and different decision making rules it follows for what movesets it should use, where it should go, how it interacts to other monsters or the player on a monster-by-monster basis, and it’d make for a very interesting video. Thanks for keeping up the videos all these years
@AIandGames3 жыл бұрын
Given I'm currently streaming MH:W on Twitch right now (tune in on Monday), the idea has been sitting in the back of my head. Though certainly the audience have been clamouring for it for a while now. That said, I have done some digging and I've yet to find anything concrete. That said, I may do a Design Dive later in the year.
@Zearo2983 жыл бұрын
@@AIandGames thanks for the reply, Tommy. I definitely understand the need for concrete reasons behind the AI behavior. Hopefully you can crack it, but No matter what video game you do it’ll be worth the time, hope you have a good one!
@muzboz3 жыл бұрын
Great video. Nice one Tommy. :)
@RICHLIFEINFINITY3 жыл бұрын
Awesome! Great video
@EdoardoPessina3 жыл бұрын
really good video, thanks
@PBOZAI3 жыл бұрын
I'm curious if their generation process is abstracted into a graph grammar.
@MrMaXRisK3 жыл бұрын
interesting as always; thnx for sharing ... can we have something about Phasmophobia AI please ?
@ahmednaboot21553 жыл бұрын
i'm using fsm today in the game jam
@TheGodEmperorOfMankind_3 жыл бұрын
It might be the rum, but I have no idea what is going on, gota re-watch this one
@andrewpatterson693 жыл бұрын
I'm wondering if you'd be interested in doing an analysis of the drivatars of Forza Horizon. They have to be the worst racing A.I. I've ever played against in a racing game, and to sum them up in a word they're obnoxious. Getting to know the inner workings of what makes them so un-fun would be interesting.
@alyastastic3 жыл бұрын
"Wow, this game sure sounds cool! I'm gonna check out the release date for the sequel!" *epic games link* My excitement had never been murdered so mercilessly.
@ya-cv8jg3 жыл бұрын
Hi, sorry to go off-topic. Can you make a video about AI in Cyberpunk 2077 and why exactly it is so bad?
@judgedbytime3 жыл бұрын
...
@tomsko8633 жыл бұрын
The dungeons in Moonlighter got very boring for this reason (Binding of Issac and Undermine had similar issues but not as bad and they had more interesting side rooms). There was always just 1 path with branches that would never connect to anything other that the next room in the branch. It made the game less interesting. Interconnectivity is the way to go!
@hongquiao3 жыл бұрын
First?
@hongquiao3 жыл бұрын
First!
@MMallon4253 жыл бұрын
I knew you could do it
@judgedbytime3 жыл бұрын
...
@igormaletski14463 жыл бұрын
Sounds interesting as concept but to be real nobody would develop an entire engine to generate levels for some style points, instead of making elements of PGC as submodules in unity or unreal environment using hilbert curves or cellular automata or some other basic methods.
@AIandGames3 жыл бұрын
Except they did develop an entire engine to develop the high-level design, twice. The original Ludoscope engine is not only a standalone software, but was subsequently ported into Unity for use in the two Unexplored games.