PC Alpha 18 Dev Diary!!

Alpha 18 Dev Diary!!

  • A18 Stable is Out!

    Votes: 2 66.7%
  • <img alt=":)" data-src="" src="___base_url___/applications/core/interface/js/spacer.png" />

    Votes: 1 33.3%

  • Total voters
    3
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You may want to edit your original post a little? Just because you will likely get a lot of people asking about this as time goes on.


I'm fine with waiting mind you. Just wanted to give you a heads up. That's probably why he assumed end of June.
Why change it when its not delayed?

 
That will be when the game gets freaking scary!
The only ranged zombie is easy to dodge. So a team of bandits come up and start demanding more and more of your food, caps and whatever else they feel they can extort from you...

If two of them have rocket launchers, I'd give them what they ask. Dead is dead will get real! :)
Thats not going to happen. It will be shoot first, ask questions later.

 
Fallout 4's bandit combat is really good IMO. If we can come semi close to that I'd be really happy.
I like their behavior stages:

-relaxed (sitting, standing, talking, maybe patrolling)

-aware ("who is there" auditory feedback, then looking at the positon where they detected the player shortly)

-fight ..

-loosing track of the player and searching

Voice snippets are also an important part to signal the player what the ai is currently thinking, makes it much more immersive and human like. It also makes the player feel to have more agency in a fight, when the ai is suddenly loosing track and voices that, or find a dead comrade.

Bandits could for example already have surrounded the base of the player (random positions in the area) but not be aware that the player is returning now. (As a change to the frontal attack that the player is expecting and can prepare for)

 
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Fallout 4's bandit combat is really good IMO. If we can come semi close to that I'd be really happy.
Yeah, please make a good AI for bandits, like taking cover, flank, suppressing fire, hold fire when they don't know where you are, and so.

I trust that you'll never made them as the "classic retarded bandit" that see's you and sprints shooting towards you.

also...

Any new topic for us to comment about and give our opinions?

 
Also, Alpha 18 waits for noone or no feature. If a feature isn't ready it gets disabled. I can't give a release date but I can assure you its in the first half

Not sure what you mean :) Its slated for when its done. The perks and books are 99% localized and we're now putting in all the functionality, changing recipes to use gun parts, moving everything to buckets, making schematics for top end guns. It was a ton of work but I'm super excited the design is all done and now its just xml and of course animations, sounds and icons to finish up. End of June is certainly possible at this point, but we all know how easy it is to miss a targeted date, so lets not get too excited this far out.
I like when you debate! .....yourself! ;)

 
I like their behavior stages:-relaxed (sitting, standing, talking, maybe patrolling)

-aware ("who is there" auditory feedback, then looking at the positon where they detected the player shortly)

-fight ..

-loosing track of the player and searching

Voice snippets are also an important part to signal the player what the ai is currently thinking, makes it much more immersive and human like. It also makes the player feel to have more agency in a fight, when the ai is suddenly loosing track and voices that, or find a dead comrade.

Bandits could for example already have surrounded the base of the player (random positions in the area) but not be aware that the player is returning now. (As a change to the frontal attack that the player is expecting and can prepare for)
I agree here, if they can make it simmlar to fallout 4's raiders/bandits, that would be perfect.

 
I like their behavior stages:-relaxed (sitting, standing, talking, maybe patrolling)

-aware ("who is there" auditory feedback, then looking at the positon where they detected the player shortly)

-fight ..

-loosing track of the player and searching

Voice snippets are also an important part to signal the player what the ai is currently thinking, makes it much more immersive and human like. It also makes the player feel to have more agency in a fight, when the ai is suddenly loosing track and voices that, or find a dead comrade.

Bandits could for example already have surrounded the base of the player (random positions in the area) but not be aware that the player is returning now. (As a change to the frontal attack that the player is expecting and can prepare for)
Yep, good stuff.

 
Yeah, please make a good AI for bandits, like taking cover, flank, suppressing fire, hold fire when they don't know where you are, and so.I trust that you'll never made them as the "classic retarded bandit" that see's you and sprints shooting towards you.

also...

Any new topic for us to comment about and give our opinions?
Army trucks.

 
Not sure what you mean. Its going in the game, rwg and nav.


you could take away the doubt, sorry for my very bad English, that was my doubt if the military truck would be in rwg and nav

 
Do you need something to discuss? What if we can tame wolves? I think that was something pending for the A17?

 
Bandit ai is in; the zombies are using it. The whole ai revamp was so that ai could be tailored to specific uses.

...this info is extrapolated from posts faatal has made over the past few months and is not official golden circle info. =)

 
Bandit ai is in; the zombies are using it. The whole ai revamp was so that ai could be tailored to specific uses.
...this info is extrapolated from posts faatal has made over the past few months and is not official golden circle info. =)
Ok, the pathfinding / pathtraversal is in (a very important part) and works pretty well. But there are several other core systems for human-like ai that should be needed for bandits (different from zombies).

Things like finding cover / leaving cover, finding suitable locations for distant attacks, melee attacks (humanlike), throwing grenades, patrol actions, manipulating doors / containers, idle actions, retreating, flanking maneuvers, group signalling.

And then also triggers for various situation specific audio-callouts.

Getting all fancy with a a GOAP system, and then reverting back to a simple state machine etc..

 
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Ok, the pathfinding / pathtraversal is in (a very important part) and works pretty well. But there are several other core systems for human-like ai that should be needed for bandits (different from zombies).
Things like finding cover / leaving cover, finding suitable locations for distant attacks, melee attacks (humanlike), throwing grenades, patrol actions, manipulating doors / containers, idle actions, retreating, flanking maneuvers, group signalling.

And then also triggers for various situation specific audio-callouts.

Getting all fancy with a a GOAP system, and then reverting back to a simple state machine etc..
I don't expect bandit AI on the level of a tactical shooter game. Faatal might surprise us but the amount of work for that to work well is pretty insane.

 
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