Play alpha 14, you'll find it there.
/Runs away
I was never impressed by decision trees. Technically we use decision lists, but some AI like the vulture is just a state machine. They all get the job done and are not hard to do, until you get to the gory details of what all of those decisions have to do to actually work.@faatal I'm no programmer, but I've read sometime ago on another game's dev blog that games often use a "decision trees" for the AI stuff.
You surely know better than me that, apparently, using those you can have "toons" do complex stuff (like simulating needs and different reactions to events and situations).
Is it possible to do something like that with Unity without going mad? And, most important of all, would that be a viable option for the new bandits AI? :nerd:
(P.S.: I've willingly ignored the pathing problems because I don't consider that "true AI", but just an accessory to it)
Someday I look forward to a water world. Lots of islands.I mean...new RWG could have some good rivers and stuff...seems like a good time to debut a water vehicle....
They will be functional. They will not be doing brain surgery on each other. Back in the spring I did a full play through of The Outer Worlds. Their enemy AI was not amazing, but competent. If we got to the same level I'd be happy. Their AI does not even find cover, so maybe we can be a bit better.This is exactly my fear. Bandit hype is off the charts and if they end up being anything but revolutionary as in we have never seen anything so great in a game the haters are gonna hate.
That is why I keep repeating Bandits will probably behave like smarter zombies that can shoot at you and *maybe* attack your base and *maybe* use explosives to break things...MAYBE.
Unity simply doesn’t seem to be capable of super complex things with tons of stuff on the screen. We need to be realistic as to what the bandits will be.
People are literally fantasizing about giving gifts to Bandits to befriend them and having a Bandit companion live in there base and follow them around on quests. I know for a fact (without having inside info on Bandits) they will not be your friends, they will not navigate the world as a real human player would, they will not make human like attack plans. No games AI has totally believable and mobile NPC characters.
I look forward to having Bandits to add another thing to fight. I do not expect more than that.
1 Don't know.@faatal or whoever wants to and/or can answer these questions and ideas, I'd love to know... Thanks to all TFP's for taking the time to share some info.
1) After the game finishes loading it'd be nice if it gave us a prompt to press a button to continue instead of just being thrown into the game, will that happen?
2) Will the anti-aliasing options be renamed to what they actually are, instead of low, medium, high, and ultra?
3) With TAA being added to Alpha 20, will we still have the option to use what ever AA Alpha 19 is using? There are plenty of people who despise TAA.
4) Assuming that the old setting, tree quality, was merged with object quality. Will those two options be separated again?
5) Shadows...
A) I've noticed that at dusk and dawn the far shadows have a very big impact on performance. Will something be done about that?
B) Can we get more shadow options? Such as being able to adjust shadow distance, shadow resolution. separately.
C) Could we please get a little check box to enable grass shadows? There many people with good GPU's who could probably run it.
6) Could be please get an option to have snow covered blocks in the snow biome? That used to be a thing and it was so immersive.
I'm curious, when you get on it, how exactly are you going to approach that subject?what is cover in an arbitrary voxel world?
The best way IMO is to cast a "ray tracing" (was that the name?) from spaces (air blocks) near the bandit, up to the player, and if there's a "free" block nearby that has a collision in the direction of the player that is cover. (did I say this right??) :confused2:Health < 50% run away. Cool, but to where? Taking cover is going to be one of the hardest parts of bandits, since what is cover in an arbitrary voxel world?
Ah, but can they path to these spaces? I mean, I could provide some really nice covers close to the entrances of my base with just the slight inconvenient that it will take a long time for someone to go from the entrance to them, all on plain sight.The best way IMO is to cast a "ray tracing" (was that the name?) from spaces (air blocks) near the bandit, up to the player, and if there's a "free" block nearby that has a collision in the direction of the player that is cover. (did I say this right??) :confused2:
Example:
(player) :laser:eep: (cover 1) (bandit) :lever:
eep: (cover 2)
In this case, both free blocks are cover, but you can have the bandit choose the nearest one by checking that there's a wall between cover 2 and player.
The HUGE problem I see is that you'd have to tell the TYPE of block cover 2 is made of and keep only the ones that won't allow projectiles through.hwell:
Nope. Raft just needs to get water level. Old or new water blocks will provide that.
Not sure I'm a fan of bandits...If they do release, please make a variety of personalities. Aggressive, Neutral, Friendly. Most of all, an option to disable them. Thanks
Actually there is an option to remove zombies from the game and make it just a survival game.Dearest Faatal,
Please spend between 70, and 450+ developer hours, valued by the company at 60 to 80+ dollars an hour, working on an obscure and very complicated feature for me. This feature has no resale value or marketing value, and will not entice a potential buyer into actually making the final purchase. In fact, my feature will appeal to no one besides customers who already paid $7 for your product 5 years ago and have put 2,000 hours into it.
I think this investment of the most highly contested resource at your company (developer time) will be very well spent on my obscure and barely marketable feature.
Best wishes,
Every gamer who has never worked at a big company before and has never had to answer the "And who will pay for this? What else could that developer time be spent on?" line of questioning
Dear The Fun Pimps,
I appreciate that you have spent over 7 years working on implementing, balancing, and programming the zombies, but I regret to inform you that I do not, in fact, like zombies. Please add an option to remove this unwanted feature from my interactions with the game. Furthermore, I also regret to inform you that I do not appreciate your addition of crafting, eating, or looting, or most of all, shooting. Please add an option for those of us who wish to run in an empty field and complete jump puzzles
Sincerely,
Random obscure internet forum poster #2342394
Yeah. Basically raycasts, pathing code and tagging selected blocks+ knowing interior from exterior would solve all of that. It's a work akin to making 300 POIs, but for programmers. Maybe level designers could start to implement "cover areas"(made by a programmer of course). That would solve interiors. Exteriors would only need to tag trees, boulders and a few environment assets.The best way IMO is to cast a "ray tracing" (was that the name?) from spaces (air blocks) near the bandit, up to the player, and if there's a "free" block nearby that has a collision in the direction of the player that is cover. (did I say this right??) :confused2:
Example:
(player) :laser:eep: (cover 1) (bandit) :lever:
eep: (cover 2)
In this case, both free blocks are cover, but you can have the bandit choose the nearest one by checking that there's a wall between cover 2 and player.
The HUGE problem I see is that you'd have to tell the TYPE of block cover 2 is made of and keep only the ones that won't allow projectiles through.hwell:
Yeah, it's complicated.Ah, but can they path to these spaces? I mean, I could provide some really nice covers close to the entrances of my base with just the slight inconvenient that it will take a long time for someone to go from the entrance to them, all on plain sight.
Ah! So, that's how they're called! :doh:Basically raycasts
Those are random number block helpers.This is just a curiosity question about what I noticed in the Sept 15 dev stream.
Who in charge is obsessed with the number 8?
I am pretty sure every building I saw that was numbered started or included the number 8. Example there was 800, 888, and 8000.
Is this random or were you guys ordered to use this number?![]()
Yes, I counted (I think) 8 of them... :suspicious:Those are random number block helpers.
This is just a curiosity question about what I noticed in the Sept 15 dev stream.
Who in charge is obsessed with the number 8?
I am pretty sure every building I saw that was numbered started or included the number 8. Example there was 800, 888, and 8000.
Is this random or were you guys ordered to use this number?![]()
They are not random in the editor...but work correctly in an actual game.Yes, I counted (I think) 8 of them... :suspicious:
I'm not having them tag anything. The world is full of cover, you just have to scan and find it similar to how destroy area works with the added problem of you need to be on a side that covers you. Destroy area find is pretty expensive, so this probably more so. Having them duck down would help too, since that is cheap. Lay in the grass. Now I can't see you.Yeah. Basically raycasts, pathing code and tagging selected blocks+ knowing interior from exterior would solve all of that. It's a work akin to making 300 POIs, but for programmers. Maybe level designers could start to implement "cover areas"(made by a programmer of course). That would solve interiors. Exteriors would only need to tag trees, boulders and a few environment assets.
Sorry, was just a bad joke about the number 8... :bounce:They are not random in the editor...but work correctly in an actual game.
I am not lol. I never mentioned it because I didn't know if it was in the last part of this video (that I never watched over as I saw it on the night they made it) or if it was in the first one somewhere, but I was almost positive I did see an 8008 on one building. I may have to watch them again now to see as it will drive me crazy.Surprised we didn't see 8008 anywhere.![]()
ah ok so there is a method to the madnessThose are random number block helpers.