![]() ![]() I'll post a video of AI vs AI combats when they will be finished to demonstrate all the above. I've limited that redistribution to 3 points over a total 5 x 3 (Analysis, Reactivity, Aggressivity), so each AI fighter will still keep a "base personality" over adaptation. There are actually more than 20 different case scenarios of AI readjustment, so you will really need to pay some attention to how AI reacts if you wanna win, and adapt your fighting strategy on the fly too. Analysis in this case wouldn't be touched, because it is more important than Reactivity to make an efficient strike (like deciding to strike feet if target is used to keep standing). * Another example would be if the AI "feels" its DPS (damage per second, yes it is calculated ^^) is way below the target, it redistributes some Reactivity towards Aggressivity, so it will go more toe-to-toe. Sort of "S***, I'm being beaten hard, I better wake up NOW". * For example, if the AI detects that it's been hammered by its target for more than 3 seconds, it will redistribute some of its stat named Aggressivity towards Reactivity, and therefore will be more inclined to counters and defense rather than attacks. ![]() As I didn't want to make it feel like a set-in-stone "character", I've written a function that will redistribute those stat values on the fly, depending on different events. I've also pushed the 3 AI stats even further : as says the Advanced AI video, there are 3 different stats used for the AI decisions. There is also another core mechanic that will prevent from chaining powerful stuff infinitely, which I will unveil later next month. She would have been a ball, it would have litterally been a homerunīalance wise, there are no infinite combos, as expected (thanks to strict frame data), and each Martial Art feels very different from each other. She ended with receiving a 5-hit counter + 2nd strike + explosion + ejection + strike, and twice the damage she intended to output on her target -) ![]() So in the end, in 5 seconds, I witnessed a furious and totally unexpected counter chain of actions from AI_2 against what was supposed to be an aggressive combo chain from AI_1. AI_2 sees that it still have room for yet another final strike before AI_1 recovery, as this Martial Art (TaiChiChuan) does have an insane range, so it strikes. AI_2 detects that the histun opens a new window to chain with another special ("Palm Force", pushes back the target 2 meters away) AI_2 combo this strike with a special ("Chi explosion"), AI_1 is stunned again AI_2 sees an opportunity to chain with another strike AI_1 strike, AI_2 counters, AI_1 is dazed for less than a second instead of retreating or guarding, AI_2 placed itself in a counter waiting posture AI_1 makes a dash towards AI_2 to start a combo chain One of them that impressed me the most was : To tell you, I've even discovered some neat combos thanks to some AI on-the-run decisions. Here is an older trailer for the PC version, but the mobile version is nearly identical to my eyes and it should give you a good idea of what Shaolin vs Wutang is all about.Nearly finished the AI, and it's shaping exactly like I wanted it to be, I'm really excited I'm regularly testing AI vs AI fights to tweak the martial arts overall balance, and often finding myself saying at my screen fight supporter stuff like "Come on you AI guy ! you can do it, just land that strike at the right time and you'll get the advantage !". Controls are ok as far as virtual buttons in a fighting game go, and they’re fully customizable to your liking, but the game supports controllers and that’s definitely the preferred way to go. You can even set up some AI vs AI matches if you just want to kick back and watch some kung-fu fighting. There are numerous modes to play, though no online multiplayer, and I’d describe this as a very approachable game to fighter newbies. There are 27 fighters that each rep a specific fighting style, and the input commands are the same for everyone, so rather than memorize complicated inputs you can focus on each unique fighting style to find an assortment of combos and special attacks. Shaolin vs Wutang is more or a less a love letter to those movies packaged up in a casual but more than mechanically competent fighting game.įirst off, the roster is HUGE. It released on PC several years ago and is largely the work of one person who is a massive, massive fan of old kung-fu movies. Shaolin vs Wutang most definitely falls into that latter category. I’m by no means a high level player or an expert on the intricacies of the genre, but I’ve been playing fighting games for about 30 years now and I’m always excited to come across a new one, whether it be a new entry in an established series or some random indie passion project.
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