Twin Stick Shooter

The Quantum Twin Stick Shooter sample is currently only available to users with an active Photon Gaming Circle or Photon Industries Circle subscription.
* [Overview](#overview)
* [Download](#download)
* [Technical Info](#technical_info)
* [Highlights](#highlights)
* [AI](#ai)
* [General](#general)
* [Game/Level Design](#game_level_design)
* [Stream Videos](#stream_videos)
* [Photon Insiders - Fireside Chat - Twin Stick Shooter (04 Mar 2022)](#photon_insiders___fireside_chat___twin_stick_shooter__04_mar_2022_)
* [Screenshots](#screenshots)
Your Gaming Circle membership provides all samples, SDKs and support needed to create and launch successful multiplayer games in record time. For non-gaming, our Industries Circle gives you the complete suite plus exclusive license options.
Overview
This sample is provided with full source code and demonstrates how Quantum can be used to create a top-down twin stick shooter game.
It showcases AI systems present in Bot SDK in conjunction to other auxilliary implementations such as an AI Director to provide team strategy, data-driven AI Sensors and Habilities architecture and much more.
Download
Version | Release Date | Download | ||
---|---|---|---|---|
2.1 | Mar 11, 2022 | Quantum TwinStickShooter 2.1 Build 11 | ||
2.1.1 | Dec 05, 2022 | Quantum TwinStickShooter 2.1.1 Build 14 |
Technical Info
- Unity: 2020.3.25f1;
- Platforms: PC (Windows / Mac), and Mobile (Android);
Highlights
AI
- Bot SDK sample usage;
- Hierarchical Finite State Machine (HFSM) used as the "Brain" for characters controlled by AI;
- Filling a game match with Bots and picking random names from a text file;
- Replacement of disconnected players by Bots;
- Data driven architecture for AI Sensors;
- Tactical sensors, used by the Bots to judge what tactics they want to perform;
- Re-usable Input struct for both Players and Bots: both uses the same data and systems;
- AI Director which polls team relevant data and defines the team Strategies;
- AIMemory: store data and only make it available after an interval, and "forget" the data after an interval;
General
- Usage of the HFSM to create the Game Manager, which dictates the flow of the game mode;
- Data driven architecture for Habilities;
- Usage of a Top-Down KCC;
- Union-based strategy for character Attributes (such as Health, Speed, etc);
- Custom baking of Level Design markers, used by the Bots as data on their decision making;
- Context Steering: consider many "movement desire" vectors to result in a single one, used to movement the Bots;
- Usage of the Callbacks version of the navigation system;
Game/Level Design
- Usage of entity prototypes (prefabs and scene prototypes);
- 3 unique characters with 2 habilities each;
- Coin Grab game mode: collect the coins in the map. The team who keeps 10+ coins for 15 seconds wins the match;
Stream Videos
Photon Insiders - Fireside Chat - Twin Stick Shooter (04 Mar 2022)
- Gameplay session with 4 players and 2 Bots;
- Quick view on the Unity project;
- Overall analysis of the game architecture and some of it's main features;
- Q & A, mostly focused on Bot SDK and AI coding;
Game Start - Players and Bots joining

Input Polling - Includes player replacement

Applying the Input to characters

AI Building Blocks

AI Strategy and Tactics

The Game Manager

Screenshots



