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roadtovostok
roadtovostok

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AI Updates (1/2)

Hi!

I'm almost ready with the first AI update week and it was really fun to design these AI features without any reference materials or tutorials.

I designed multiple behaviors and movement patterns that could be used in wide range of shooter games and I tried to implement them in a way that they are performant and easy to debug.

I will be explaining these behaviours in detail in the next devlog. I try provide good visualisations and step-by-step explanations how I think I solved some of the common design issues that had with the AI.

Here's the current list of AI updates that were added this week:

- New movement animations
- Different weapon types
- Improved directional audio
- Improved flanking
- Tactical evade
- Aggressive behavior
- Cover system
- AI vs. AI combat
- AI debug tools
- Bug fixes

I'm pretty sure that there's a lot of bugs lurking with these updates but we can worry about those when testing the next AI-update dev build next month :)

- Antti (Developer)

AI Updates (1/2)

Comments

This is the most exciting part about the game. Nailing the AI is pretty much nailing 50% of the game for me.

OkDude13

Great work Antti!

Arcticfox

Stalker Anomaly has an addon replicating something like that, an overwhelmed enemy will stay behind, at a long distance, and try to suppress the player, it's a nice touch to the already interesting Stalker IA.

Dario Gonzalez

Any plans to have the AI retreat/flee from combat? For bandits, it would seem logical to disengage if the fighting gets rough, if the goal is to steal equipment. Not sure about the gameplay implications though, might potentially be frustrating, although the immersion factor would presumably be high especially if roaming bandits occasionally engage each other around the map even without player involvement.

Henry Carlson

Awesome work Antti! When's the next devlog planned to release btw?

Andex


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