![block in shadow fight 3 block in shadow fight 3](https://i.ytimg.com/vi/2T8HrMoXFBE/maxresdefault.jpg)
Remember how Doctor Strange looked through all the possible outcomes of the battle with Thanos? Similarly, the collision tables work: the computer calculates the outcomes in advance for each attacking animation in the game at every possible distance.
#BLOCK IN SHADOW FIGHT 3 HOW TO#
In order for AI to know exactly how to counter, we came up with collision tables. We made two groups of decisions that the bot makes: one - if the enemy is standing, the other - if the enemy is attacking. This is despite the fact that for many people, judging by their reviews of the game, the bot really was invincible. We did not understand this right away, but only when we correctly measured the winrate of the players at different stages of the game.
![block in shadow fight 3 block in shadow fight 3](https://media.pocketgamer.com/artwork/na-32172-1604591235/Shadow_Fight_Arena-iOS-Android-Screenshot-01.jpg)
Of course, we chose this option, although later we realized that everything was not so simple: with our balance of animations, automatic blocks and a variety of skills, you can almost always find the necessary tactics and abuses that allow you to defeat AI with a high skill. From a development point of view, this may be more convenient, because you can pre-think all the features of the bot’s behavior that you need, and fully imagine its final behavior. The second option sounds very romantic: it seems that you are smarter than everyone and make a cool AI that bends the players, and then mercifully reduces the complexity of the bot. Make a weak bot, then strengthen to the desired level with new features If you do not make a bot using machine learning, I would single out two captain approaches: We already worked on AI in our previous fighting game - Shadow Fight 2, but due to the transition to 3D, the appearance of collisions between players and the addition of a shadow shape, we were able to transfer only part of the AI logic, and the rest had to be recreated. When a special scale is filled, the player can enter the shadow form and spend several spectacular tricks that break through the opponent’s block This creates very cool situations in which one character beautifully evades the attack of the second and strikes in response, and thanks to smooth animations, the player manages to consider everything This allowed us to give the player the opportunity to consider animations that we try to make as beautiful and physical as possible If the character simply moves and does not attack, he automatically blocks any normal attack of the enemy īet on the tactical component: the player must have time to understand what kind of blow the enemy inflicts and which attack to choose in order to successfully counterattack. Immediately created with a number of features that distinguish it from many fighting games:
![block in shadow fight 3 block in shadow fight 3](https://gamedva.com/wp-content/uploads/Shadow-Fight-3-mod.jpg)
Mikhail Dragovalovskiy spoke about his experience working on AI for the popular mobile fighting game Shadow Fight 3.ĭifference between SF3 and most fighting games This process can be either relatively simple or extremely complex, depending on the needs of the project and the goals that you pursue. Game designers regularly face the challenge of creating an interesting AI.