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AI Overhaul | Devlog #12

Hi!

Here's the latest devlog episode about the AI overhaul.

-Antti (Developer)

AI Overhaul | Devlog #12

Comments

A chance of an A.I. knock down or fall when hit with a bullet would be nice, with the possibility of getting back up to get back in the fight. That might require the player to put some "make sure" rounds into them.

TacShooter

And have a risk of tripping and falling.

TacShooter

Another thing to think about -- when waling/moving backward -- they never look backward. Moving backward should be slow and should likely interrupt their ability to fire continuously so that they can glance behind them.

ea

One thing to consider is that the AI's heads seem to always be locked to their torso. It took me a while to realize that as one of the causes for the feeling of "uncanny valley" -- they are human-looking but not human-like.

ea

Will AI sensitivity be tunable or is it a fixed preset?

xaspr8

I also like the way their heads pan around when they are crouched in a group. If they could do that just a little bit while they are looking for targets (but not once they have found one, unless they are checking their "six (o'clock)".

TacShooter

Looks great man, the only thing that looks abit odd is that they always walk around with the weapon aimed straight ahead, any chance you could see what its like if they keep the gun down until they are alerted?

Sam Hardwater

Cool. Guess I’m just going insane then 😄

Infinity

No changes to gun sounds :)

Road to Vostok

Amazing devlog antti! I just have one question. Did you redo some of the gun sound effects or is it just YouTube audio? The guns sound like they have way more kick

Infinity

The tension when you hear the bandit's footsteps and then you realize the bandit also heard you and their footsteps get faster, that is excellent. This game just got a lot scarier lol

Fonzi

w00t!

TacShooter


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