Play the Tactical AI Kit Demo!
by Bryce · 03/28/2013 (5:33 pm) · 45 comments
Hey fellas! We've got some big news today. To keep up with my typical demo-and-release tradition, I give you a new demo game, made in Torque 3D, with the most polished AI we've seen yet.
Since my last blog, I've been hard at work fusing together the Tactical AI Kit and the soon-to-be-released weapon pack to go with it, all while keeping things in separate packages. Several dozen headaches and one reformat later, we've got everything pretty much ready to get kicked out the door. I'll let you guys occupy yourselves with this demo while I finalize everything and get the documentation all finished up!

This demo lets you drop yourself into one of three places: a massive airport terminal, a test map with tons of cover, and a gun range. You can set your starting health and AI aim difficulty, and just mess around. Four game modes exist: Snatch and Grab, AI Match, Scope Wars, and Gun Range.
Snatch and Grab: This mode is accessible in the Airport level. It starts you off in the parking garage or light rail station, and requires you to retrieve a laptop hidden at a gate. Once you've retrieved the laptop, you extract where you started. This matter is complicated by the presence of 15 guards, all placed randomly and walking all over the area. You can pick a louder, stronger loadout and fight them, or you can put on your Sam Fisher goggles and try to sneak past.
AI Match: As seen in every demo I've ever released, two teams of six AI battle it out. This can be done in the AI test and Airport levels.
Scope Wars: Accessible in the AI Test map, this drops you in an area with 8 snipers. Your job is to take them all out. You can take advantage of their initial non-alert state, their tunnel vision from looking for you through their scopes, various concealment scattered about the area, and the cover of night. Be aware of your last known position and never pop out of the same spot twice!
Gun Range: This is nothing special, just a target practice / anger management course. 20 human targets appear, and you can test out the numerous combinations of weapons and attachments available to you on them.
From me, for now. The store I was usually using is going to be down for a while, so if you send me an email at tgebryce@yahoo.com, we can get the exchange going. I check my email quite often, so don't expect to wait too long.
As said in my last blog, the current price of the kit is $74.99, but this price will be raised to $89.95 when the kit is released sometime next month. If you buy it now, you get the update and weapon kit for free when that happens! Doesn't that sound nice?
Sure, why not! But first you must complete...

What is the Tactical AI Kit Challenge? Go through the Snatch and Grab game mode on the Airport level, and do not kill or alert anyone. You'll see your stats when you complete the mission; it should show that you left 15 guards alive and clueless. It takes some serious patience and just a pinch of luck, but it can be done. Post the "congrats" message here, get a (discounted) copy of the kit, and show up in this glamorous hall of fame!
EDIT: You ninja people are way too good at this! I'll allow one more free copy and then I'm dropping down to a %25 discount, I'm going to go broke! ;)
==== TAIK Challenge Hall of Fame! ====
Bryce
Robert Fritzen
Muzaheed Ahsan
Dan Horsfall
Possibly you? One more free copy for the next winner!
============================
That's about it for this blog, thanks for reading! Play through the demo and give some feedback on the AI. Let me know if you spot any bugs or oddities that I somehow missed, so I can iron those issue out before the update + weapon pack gets released. As before, if you'd like to buy the Tactical AI Kit, send me an email at Tgebryce@yahoo.com and I'll get you started.
Hopefully that was enough reading material to get you through the download time! If not, here are some demo screenshots. Have fun shooting AI, folks!











Since my last blog, I've been hard at work fusing together the Tactical AI Kit and the soon-to-be-released weapon pack to go with it, all while keeping things in separate packages. Several dozen headaches and one reformat later, we've got everything pretty much ready to get kicked out the door. I'll let you guys occupy yourselves with this demo while I finalize everything and get the documentation all finished up!
Click on this or the picture to download the demo! [127MB]

What do I do with it? I need an adult.
This demo lets you drop yourself into one of three places: a massive airport terminal, a test map with tons of cover, and a gun range. You can set your starting health and AI aim difficulty, and just mess around. Four game modes exist: Snatch and Grab, AI Match, Scope Wars, and Gun Range.
Snatch and Grab: This mode is accessible in the Airport level. It starts you off in the parking garage or light rail station, and requires you to retrieve a laptop hidden at a gate. Once you've retrieved the laptop, you extract where you started. This matter is complicated by the presence of 15 guards, all placed randomly and walking all over the area. You can pick a louder, stronger loadout and fight them, or you can put on your Sam Fisher goggles and try to sneak past.
AI Match: As seen in every demo I've ever released, two teams of six AI battle it out. This can be done in the AI test and Airport levels.
Scope Wars: Accessible in the AI Test map, this drops you in an area with 8 snipers. Your job is to take them all out. You can take advantage of their initial non-alert state, their tunnel vision from looking for you through their scopes, various concealment scattered about the area, and the cover of night. Be aware of your last known position and never pop out of the same spot twice!
Gun Range: This is nothing special, just a target practice / anger management course. 20 human targets appear, and you can test out the numerous combinations of weapons and attachments available to you on them.
How can I buy the Tactical AI Kit?
From me, for now. The store I was usually using is going to be down for a while, so if you send me an email at tgebryce@yahoo.com, we can get the exchange going. I check my email quite often, so don't expect to wait too long.
As said in my last blog, the current price of the kit is $74.99, but this price will be raised to $89.95 when the kit is released sometime next month. If you buy it now, you get the update and weapon kit for free when that happens! Doesn't that sound nice?
I hate paying for things, can I get a free copy?
Sure, why not! But first you must complete...

What is the Tactical AI Kit Challenge? Go through the Snatch and Grab game mode on the Airport level, and do not kill or alert anyone. You'll see your stats when you complete the mission; it should show that you left 15 guards alive and clueless. It takes some serious patience and just a pinch of luck, but it can be done. Post the "congrats" message here, get a (discounted) copy of the kit, and show up in this glamorous hall of fame!
EDIT: You ninja people are way too good at this! I'll allow one more free copy and then I'm dropping down to a %25 discount, I'm going to go broke! ;)
==== TAIK Challenge Hall of Fame! ====
Bryce
Robert Fritzen
Muzaheed Ahsan
Dan Horsfall
Possibly you? One more free copy for the next winner!
============================
That's about it for this blog, thanks for reading! Play through the demo and give some feedback on the AI. Let me know if you spot any bugs or oddities that I somehow missed, so I can iron those issue out before the update + weapon pack gets released. As before, if you'd like to buy the Tactical AI Kit, send me an email at Tgebryce@yahoo.com and I'll get you started.
Hopefully that was enough reading material to get you through the download time! If not, here are some demo screenshots. Have fun shooting AI, folks!











#2
patients is golden ;)
believe me when i say this is it! well done
and now after testing i have to say the ai indeed is doing a great job/
and those aha basterd^^ snatched my neck moments are fun
just one thing that is purely my pov
the sniper view seems to be pretty small/ i do understand it however
when looking at the occulus rift integration/ there might be a possibility for the render to texture scopes.
still well done Bryce
03/28/2013 (5:50 pm)
That is soem news, great work Brycepatients is golden ;)
believe me when i say this is it! well done
and now after testing i have to say the ai indeed is doing a great job/
and those aha basterd^^ snatched my neck moments are fun
just one thing that is purely my pov
the sniper view seems to be pretty small/ i do understand it however
when looking at the occulus rift integration/ there might be a possibility for the render to texture scopes.
still well done Bryce
#3
Good job Bryce!
Edit:
Success!! :D
Very challenging indeed, I had to slip through this demonic patrol guarding my exit.
03/28/2013 (6:59 pm)
This is definitely proving to be quite the challenge. It's a lot of fun, and to be honest I'm not sure if I'd even be able to complete it.Good job Bryce!
Edit:
Success!! :D
Very challenging indeed, I had to slip through this demonic patrol guarding my exit.
#4
My best so far :-/
03/28/2013 (7:40 pm)
Ok seems I am too stupid for that challenge, the bots own me every time...My best so far :-/
#5
@Robert: Success! I sent you your copy of the kit.
@Duion: I'm not sure exactly how 22 bodies were found when 6 people died... oh well, that's not the point. It took over a month before I was able to full-stealth it with my own AI, don't get discouraged!
03/28/2013 (7:51 pm)
@J0linar: I looked into RTT scopes, I wasn't having a lot of luck with it though. I'll keep working toward it. I agree with you on the size of the scope picture, I'll make it a bit bigger before release.@Robert: Success! I sent you your copy of the kit.
@Duion: I'm not sure exactly how 22 bodies were found when 6 people died... oh well, that's not the point. It took over a month before I was able to full-stealth it with my own AI, don't get discouraged!
#6
am glat to know that u did/ do but lets be honest at the moment its not really possible.
As i tried the same and was not really lucky, i mean i got it partially to display but that was not how it should be/ plenty of errors occured and
and later i tried the Demolishun`s Resource that well it just didn`t worked.
To keep it simple - The required changes are gonna come with the implementation of the occulus rift, so just leave it for now :) am sure u got other important stuff and at the end of the day it is just 1 feature.
Playing with the demo was alot of fun, only critique/ tak it how you want really.
The shooting range is kinda macabre - i mean there are working ai players waiting to be molested ;)
The good thing on that is it gives plenty of time to test all the fancy knife takedowns :D
If i remember right the razer hydra mini game
had shooting range tables

just a hint - if u plan on expanding your demo game for the release or whatever.
1 thing pops in my mind, are u going to release the model src files
and how possible would it be to include a level src aswell
(This is mainly as am atm clueless about getting a monster piece from blender into t3d without making a soup out of it)
Now enough am gonna be quiet and will happily wait for the release.
Again Great work Bryce
03/28/2013 (9:55 pm)
@Bryceam glat to know that u did/ do but lets be honest at the moment its not really possible.
As i tried the same and was not really lucky, i mean i got it partially to display but that was not how it should be/ plenty of errors occured and
and later i tried the Demolishun`s Resource that well it just didn`t worked.
To keep it simple - The required changes are gonna come with the implementation of the occulus rift, so just leave it for now :) am sure u got other important stuff and at the end of the day it is just 1 feature.
Playing with the demo was alot of fun, only critique/ tak it how you want really.
The shooting range is kinda macabre - i mean there are working ai players waiting to be molested ;)
The good thing on that is it gives plenty of time to test all the fancy knife takedowns :D
If i remember right the razer hydra mini game
had shooting range tables

just a hint - if u plan on expanding your demo game for the release or whatever.
1 thing pops in my mind, are u going to release the model src files
and how possible would it be to include a level src aswell
(This is mainly as am atm clueless about getting a monster piece from blender into t3d without making a soup out of it)
Now enough am gonna be quiet and will happily wait for the release.
Again Great work Bryce
#7
03/29/2013 (4:11 am)
Dude, your new avatar is tops. Downloading the demo as we speak...
#9
I managed to dodge those guys, but then I was following another being as quiet as possible until I walked through the metal detecter. Of course, it beeps, and he turned around and found me. Amazing.
Edit: This game is gonna give me a heart attack! I was about to go into the baggage claim place and I walked past one of the map signs, and a red guy was hiding behind it. He grabs my gun and stabbed me in the chest! I sat there with my jaw dropped for like five minutes. Well done man, this is all too perfect.
Edit again:

I love reading the signs and everything, I feel like I'm playing GTA. I love the Whitest Kids You Know reference on the sign on the right XD
03/29/2013 (8:21 am)
The attention to detail in this kit is absolutely amazing! The AI is perfect, I love watching them move around from cover to cover. I like how they're talking to eachother too, I was trying to do the challenge and suddenly I'm hearing two guards talking about how they think they heard something... I was moving a bit too fast I guess, that moment made my heartrate go up :)I managed to dodge those guys, but then I was following another being as quiet as possible until I walked through the metal detecter. Of course, it beeps, and he turned around and found me. Amazing.
Edit: This game is gonna give me a heart attack! I was about to go into the baggage claim place and I walked past one of the map signs, and a red guy was hiding behind it. He grabs my gun and stabbed me in the chest! I sat there with my jaw dropped for like five minutes. Well done man, this is all too perfect.
Edit again:

I love reading the signs and everything, I feel like I'm playing GTA. I love the Whitest Kids You Know reference on the sign on the right XD
#10
Nice work, keep it up!
03/29/2013 (8:21 am)
I can't believe you thought you could just drop a challenge like that in a forum filled with game playing, game developing keyboard jockeys like this one....Nice work, keep it up!
#11
03/29/2013 (8:28 am)
That's a nice eastern egg ! Downloading it now.
#12
@Daniel: Thanks! Ever since I figured out how to use Blender+Cycles and the compositor, I've been wasting time making promo renders like that.
@Steve: Thank you much! You've got a heck of a lot more GUI talent than I. Your blogs never cease to amaze me.
@Don: I try my best! The metal detector thing works both ways, too. I like to listen for it before I head up the escalators, so I know if there's anybody patrolling the checkpoint.
About those signs by the baggage claim; do you mean these ones?

Something about the placement there in the middle of all those chokepoints makes that a somewhat popular place for them to take cover. I like to send a few rounds through each sign every time I come across them, every once in a while I'll see a guy slump down afterwards.
@Richard: In hindsight, that was a pretty bad idea! I thought it was hard when I first managed it, maybe I just suck at games.
Yeah, I probably suck at games.
03/29/2013 (8:34 am)
@J0linar: I'll be releasing the .blend and .ms3d files, I just kept them out of the demo for product purposes and to keep the download at a low size. The shooting range just needed something to shoot at; I guess it is pretty grim, but dropping in brainless AI Players was easier than figuring out destructible objects again!@Daniel: Thanks! Ever since I figured out how to use Blender+Cycles and the compositor, I've been wasting time making promo renders like that.
@Steve: Thank you much! You've got a heck of a lot more GUI talent than I. Your blogs never cease to amaze me.
@Don: I try my best! The metal detector thing works both ways, too. I like to listen for it before I head up the escalators, so I know if there's anybody patrolling the checkpoint.
About those signs by the baggage claim; do you mean these ones?

Something about the placement there in the middle of all those chokepoints makes that a somewhat popular place for them to take cover. I like to send a few rounds through each sign every time I come across them, every once in a while I'll see a guy slump down afterwards.
@Richard: In hindsight, that was a pretty bad idea! I thought it was hard when I first managed it, maybe I just suck at games.
Yeah, I probably suck at games.
#13
03/30/2013 (5:56 pm)
Yeah, managed to beat it, but the AI-enemys scare the hell out of me, so I could not avoid some collateral damage...
#15
1st: no mouse cursor loading during main launch screen nor exit. I had to hard exit from the demo when I was done.
2nd: Too hard to figure out what side you was on. I was going around killing everything that moved, which I don't know if that was how you played it or not, but I did.
3rd: The Torque 3D help sidebar thingy wouldn't close during the first launch, and it did after the 3rd time I launched it, why it wouldn't close before, I have no idea.
4th: Was a bit confusing to try and figure out who was firing from where since the level was so huge at the airport. Well done on the level thou, you did good on it. Just placement seems to be somewhat off to me on where the bad guys are lurking.
Good things I liked about the demo... you could pick up others weapons. I enjoyed the one level I did play. Can't comment beyond the airport one.
Improvements I can see... since I didn't play other levels due to the mouse cursor not displaying at all, I settled for basic airport level with no config of items. I would like to see more interactiveness with machines, atms, doors, breaking glass windows would be really fun, sniping through the glass windows would be cool too. Seemed to work with your key setup to move but would like to see more of a game pad (XB360 maybe?) and easier to access items such as garnades and whatnot, that the player can attach a letter they want to the item to better use it such as 9 or 0 or something.
just food for thought. Thanks for reading...and good luck with the kit.
Will
04/02/2013 (11:48 am)
Looks good. I had a few issues with it which turned me off about the pack but should be easy fixes I'm sure....1st: no mouse cursor loading during main launch screen nor exit. I had to hard exit from the demo when I was done.
2nd: Too hard to figure out what side you was on. I was going around killing everything that moved, which I don't know if that was how you played it or not, but I did.
3rd: The Torque 3D help sidebar thingy wouldn't close during the first launch, and it did after the 3rd time I launched it, why it wouldn't close before, I have no idea.
4th: Was a bit confusing to try and figure out who was firing from where since the level was so huge at the airport. Well done on the level thou, you did good on it. Just placement seems to be somewhat off to me on where the bad guys are lurking.
Good things I liked about the demo... you could pick up others weapons. I enjoyed the one level I did play. Can't comment beyond the airport one.
Improvements I can see... since I didn't play other levels due to the mouse cursor not displaying at all, I settled for basic airport level with no config of items. I would like to see more interactiveness with machines, atms, doors, breaking glass windows would be really fun, sniping through the glass windows would be cool too. Seemed to work with your key setup to move but would like to see more of a game pad (XB360 maybe?) and easier to access items such as garnades and whatnot, that the player can attach a letter they want to the item to better use it such as 9 or 0 or something.
just food for thought. Thanks for reading...and good luck with the kit.
Will
#16
No mouse cursor on exit? I've never seen that problem before, I can always hit ESC, press OK on the "are you sure" box, and use the main menu just fine.
Shoot the guys in red! I'll admit it might be a bit hard to tell friend from foe... It becomes slightly easier to tell if they start shooting at you.
Once you hit OK on the overview screen and get control of the player, pressing H should always close the help pane. This has never been a problem at all, and this is the same help pane that came with Torque 3D. The only thing changed is the text within it.
On both game modes at the airport, baddies are spawned randomly. In Snatch-n-Grab, they wander around within 200 meters of their spawn point. The idea is that no two games will be exactly the same. If you're looking to anticipate where a guy will be coming from, keep your sights trained on corners as you approach them, and keep an eye on various cover that they may be hiding behind.
You can! Bullets penetrate thin surfaces, I never hesitate to send my bursts through windows. They just don't break since I didn't compile a PhysX build. Breakable everything would have been a lot of fun, especially with the explosive weapons.
Yeah, definitely. I had an earlier AI test playground about a year ago made in Torque 1.2, and I had an Xbox 360 controller bound to the game functions. I no longer have access to that controller, I might buy one and get that set up again. I actually preferred the console controller over keyboard/mouse after a while.
04/03/2013 (8:02 pm)
Hey Will, thanks for toying around with the demo!Quote:No mouse cursor loading during main launch screen nor exit. I had to hard exit from the demo when I was done.
No mouse cursor on exit? I've never seen that problem before, I can always hit ESC, press OK on the "are you sure" box, and use the main menu just fine.
Quote:Too hard to figure out what side you were on.
Shoot the guys in red! I'll admit it might be a bit hard to tell friend from foe... It becomes slightly easier to tell if they start shooting at you.
Quote:The Torque 3D help sidebar thingy wouldn't close during the first launch, and it did after the 3rd time I launched it, why it wouldn't close before, I have no idea.
Once you hit OK on the overview screen and get control of the player, pressing H should always close the help pane. This has never been a problem at all, and this is the same help pane that came with Torque 3D. The only thing changed is the text within it.
Quote: Just placement seems to be somewhat off to me on where the bad guys are lurking.
On both game modes at the airport, baddies are spawned randomly. In Snatch-n-Grab, they wander around within 200 meters of their spawn point. The idea is that no two games will be exactly the same. If you're looking to anticipate where a guy will be coming from, keep your sights trained on corners as you approach them, and keep an eye on various cover that they may be hiding behind.
Quote:Sniping through the glass windows would be cool too.
You can! Bullets penetrate thin surfaces, I never hesitate to send my bursts through windows. They just don't break since I didn't compile a PhysX build. Breakable everything would have been a lot of fun, especially with the explosive weapons.
Quote:Seemed to work with your key setup to move but would like to see more of a game pad.
Yeah, definitely. I had an earlier AI test playground about a year ago made in Torque 1.2, and I had an Xbox 360 controller bound to the game functions. I no longer have access to that controller, I might buy one and get that set up again. I actually preferred the console controller over keyboard/mouse after a while.
#17
* Play the map on the 6v6 first to get an idea of the map layout, learn all of the good hiding spots and the "secret routes" to help you get out of trouble fast.
* Practice the actual run by only running through holding the pistol (you're less likely to panic-fire and ruin a perfectly good run)
* Always walk to the right of the metal detector (yes, it IS open on that side) (damned bots...)
* If you believe you have been spotted, quickly run back the way you came from and hide in a corner, pay attention to the "verbal cues".
* Use the corners and dark areas to your advantage.
* Crouching = Required
* These bots have this demonic campfest idea once you grab that laptop. I was blocked by three bots on my way out, you need patience to see the route they are taking, once it appears the route is out of sight (trust me... luck... luck... and more luck) quickly move through (DO NOT SPRINT) and get to the nearest corner.
And that about covers my "How to be a ninja" guide, Lets see if anyone can match my time, or even beat me with these tips. :D
04/04/2013 (6:45 am)
Seeing as there is still one "hall of fame" slot left, I think I'm going to offer up some tips to you wanna-be ninjas out there (I did this in 7:30-ish) :D* Play the map on the 6v6 first to get an idea of the map layout, learn all of the good hiding spots and the "secret routes" to help you get out of trouble fast.
* Practice the actual run by only running through holding the pistol (you're less likely to panic-fire and ruin a perfectly good run)
* Always walk to the right of the metal detector (yes, it IS open on that side) (damned bots...)
* If you believe you have been spotted, quickly run back the way you came from and hide in a corner, pay attention to the "verbal cues".
* Use the corners and dark areas to your advantage.
* Crouching = Required
* These bots have this demonic campfest idea once you grab that laptop. I was blocked by three bots on my way out, you need patience to see the route they are taking, once it appears the route is out of sight (trust me... luck... luck... and more luck) quickly move through (DO NOT SPRINT) and get to the nearest corner.
And that about covers my "How to be a ninja" guide, Lets see if anyone can match my time, or even beat me with these tips. :D
#18
I figured those metal detectors would ruin someone's day! I've even forgotten that they respond to that noise when I play without volume. This is bad, considering my habit of slowly following them from five feet away.
04/04/2013 (8:40 am)
Quote:Always walk to the right of the metal detector (yes, it IS open on that side) (damned bots...)
I figured those metal detectors would ruin someone's day! I've even forgotten that they respond to that noise when I play without volume. This is bad, considering my habit of slowly following them from five feet away.
#20
04/07/2013 (7:57 am)
Yes it can, that's exactly what I built it on. What error do you get? 
Torque Owner Robert Fritzen
Phantom Games Development