over 2 years ago - VOID Interactive - Direct link

Transcript (by Youtube)


0s creating challenging and engaging ai is
3s one thing but giving them life is
4s another
5s balancing these aspects in ready or not
7s is key to crafting memorable encounters
9s that'll have you coming back again
12s and again
14s and again
18s for the last few months we've been hard
20s at work breathing some much needed life
22s into some of our ai characters
24s for this development update we're ready
26s to show off just a small slice of them
31s [Music]
35s suspect melee combat for both knives and
37s fists has been revamped
40s previously they would charge at and hit
42s the player but without the next move in
44s mind leaving them exposed
46s to improve on this they now have more
48s tactics under their belt to keep you
49s guessing
51s [Music]
55s after attacking the player and stunning
57s them suspects will stop and run to find
59s cover for their next ambush attack
61s [Music]
65s suspects also take advantage of much
67s better unarmed to armed behaviors using
69s a tiered decision system so they always
71s choose the most optimal action
73s if slaughter closer to a suspect than a
75s weapon the suspect will melee them first
77s to stun them and then move to pick up
79s the weapon and engage
81s [Music]
84s if a weapon is closer to a suspect than
86s swat the suspect will move to pick up
89s the weapon first and engage
92s [Music]
93s if both swat and the weapon are a
95s considerable distance from the suspect
97s the suspect will move to cover to
98s prepare for an ambush
100s [Music]
103s to demonstrate here's a snippet of
105s gameplay in meth's attic section
107s utilizing these new ambush mechanics
110s [Music]
118s all right
128s suspects did previously take cover they
131s lack the ability to utilize it in a
132s truly realistic fashion
135s now there's a myriad of behaviors they
137s can take advantage of to both outsmart
139s and outlive the player
143s shooting from cover is obviously a key
145s component to the system and the suspects
148s will use it often whether blind firing
149s or peeking out to aim to engage swat
153s if certain conditions are met like
154s return fire or flanking suspects will
156s acknowledge that and plan their next
158s move accordingly
164s weak materials that bullets can easily
166s pass through don't offer much protection
167s during engagements and suspects will
169s avoid taking cover against these
171s surfaces with that in mind
173s whether equipped with a knife a gun
176s or a bomb vest cover is now a crucial
179s staple on how ai can ambush the player
181s they don't just beeline towards a threat
183s anymore which makes engagements much
185s more intense
187s depending on certain enemy stimuli
189s suspects can manipulate how they take
191s cover notably by switching sides for
193s improved positioning to best suit their
195s needs
196s slow walking is key best not to get
198s caught by a surprise attack
202s all this talk about hiding
204s which brings us to our next point
212s one of the main goals when creating
214s ready or not was crafting a tense
216s foreboding atmosphere where every
218s unchecked corner is a matter of life or
219s death
223s with that in mind we've given our ai the
225s ability to hide in certain places
227s under beds
230s tables and inside closets
232s aggressive noises like gunshots and
234s shouts can instigate the ai to move to
236s these cover positions
238s [Music]
239s if swatter in a room where a suspect is
241s hiding they'll wait until no one is
243s looking to jump out and strike
246s however certain conditions like
248s compliance yelling
250s being stunned
252s damaged or fired at
253s can cause the suspect to leave cover
255s with a chance of surrendering
260s [Music]
268s find a suspect laying down in a room i
270s might want to keep your distance he
272s could be playing dead
276s if they're shot close to a c2 door
279s breach or even just shot at in certain
281s situations suspects can play dead to get
284s the upper hand in a dire situation
287s dead and ragdoll suspects can be
289s arrested however so it doesn't feel like
292s a cheap way of surprising the player
294s similar to cover landmarks ai will get
296s up when no one is looking to surprise
298s attack
298s [Music]
302s but additional conditions can also cause
304s them to exit always leading to surrender
308s if the situation is at its most dire for
310s suspects and their morale drops to zero
313s there's a chance that they may commit
314s suicide
316s or fake suicide
321s certain conditions like yelling stunning
324s or less lethal damage can cancel a real
327s or fake suicide attempt
329s that being said yelling has a rare
331s chance of cancelling and stunning is the
333s recommended method
338s [Music]
343s many of you pointed out that our
344s suspects were standing or staring
346s aimlessly between their patrols by
348s adding some animations and world
349s interactions we'll be able to provide
351s context to their place in the level
354s things like smoking
355s admiring a piece of art or texting
359s these are all things that ground the ai
360s in reality suspects even have to
362s occasionally
364s relieve themselves
367s currently hotel port and dealer all take
370s advantage of these with all maps
372s receiving this overhaul in a future
374s update by layering this with our
376s narrative driven level art it'll
377s definitely be some environmental
379s storytelling that you'll notice
383s we're super excited to share these ai
385s improvements with you soon from improved
387s melee and cover
388s to playing dead in world building
390s and look forward to sharing even more
392s development details in the future
395s put them on safe and let them hang
397s until next time
over 2 years ago - VOID Interactive - Direct link

Transcript (by Youtube)


0s creating challenging and engaging ai is
3s one thing but giving them life is
4s another
5s balancing these aspects in ready or not
7s is key to crafting memorable encounters
9s that'll have you coming back again
12s and again
14s and again
18s for the last few months we've been hard
20s at work breathing some much needed life
22s into some of our ai characters
24s for this development update we're ready
26s to show off just a small slice of them
31s [Music]
35s suspect melee combat for both knives and
37s fists has been revamped
40s previously they would charge at and hit
42s the player but without the next move in
44s mind leaving them exposed
46s to improve on this they now have more
48s tactics under their belt to keep you
49s guessing
51s [Music]
55s after attacking the player and stunning
57s them suspects will stop and run to find
59s cover for their next ambush attack
61s [Music]
65s suspects also take advantage of much
67s better unarmed to armed behaviors using
69s a tiered decision system so they always
71s choose the most optimal action
73s if slaughter closer to a suspect than a
75s weapon the suspect will melee them first
77s to stun them and then move to pick up
79s the weapon and engage
81s [Music]
84s if a weapon is closer to a suspect than
86s swat the suspect will move to pick up
89s the weapon first and engage
92s [Music]
93s if both swat and the weapon are a
95s considerable distance from the suspect
97s the suspect will move to cover to
98s prepare for an ambush
100s [Music]
103s to demonstrate here's a snippet of
105s gameplay in meth's attic section
107s utilizing these new ambush mechanics
110s [Music]
118s all right
128s suspects did previously take cover they
131s lack the ability to utilize it in a
132s truly realistic fashion
135s now there's a myriad of behaviors they
137s can take advantage of to both outsmart
139s and outlive the player
143s shooting from cover is obviously a key
145s component to the system and the suspects
148s will use it often whether blind firing
149s or peeking out to aim to engage swat
153s if certain conditions are met like
154s return fire or flanking suspects will
156s acknowledge that and plan their next
158s move accordingly
164s weak materials that bullets can easily
166s pass through don't offer much protection
167s during engagements and suspects will
169s avoid taking cover against these
171s surfaces with that in mind
173s whether equipped with a knife a gun
176s or a bomb vest cover is now a crucial
179s staple on how ai can ambush the player
181s they don't just beeline towards a threat
183s anymore which makes engagements much
185s more intense
187s depending on certain enemy stimuli
189s suspects can manipulate how they take
191s cover notably by switching sides for
193s improved positioning to best suit their
195s needs
196s slow walking is key best not to get
198s caught by a surprise attack
202s all this talk about hiding
204s which brings us to our next point
212s one of the main goals when creating
214s ready or not was crafting a tense
216s foreboding atmosphere where every
218s unchecked corner is a matter of life or
219s death
223s with that in mind we've given our ai the
225s ability to hide in certain places
227s under beds
230s tables and inside closets
232s aggressive noises like gunshots and
234s shouts can instigate the ai to move to
236s these cover positions
238s [Music]
239s if swatter in a room where a suspect is
241s hiding they'll wait until no one is
243s looking to jump out and strike
246s however certain conditions like
248s compliance yelling
250s being stunned
252s damaged or fired at
253s can cause the suspect to leave cover
255s with a chance of surrendering
260s [Music]
268s find a suspect laying down in a room i
270s might want to keep your distance he
272s could be playing dead
276s if they're shot close to a c2 door
279s breach or even just shot at in certain
281s situations suspects can play dead to get
284s the upper hand in a dire situation
289s dead and ragdoll suspects can be
291s arrested however so it doesn't feel like
293s a cheap way of surprising the player
295s similar to cover landmarks ai will get
297s up when no one is looking to surprise
299s attack
299s [Music]
303s but additional conditions can also cause
305s them to exit always leading to surrender
309s if the situation is at its most dire for
311s suspects and their morale drops to zero
314s there's a chance that they may commit
316s suicide
317s or fake suicide
319s [Music]
322s certain conditions like yelling stunning
326s or less lethal damage can cancel a real
328s or fake suicide attempt
330s that being said yelling has a rare
332s chance of canceling and stunning is the
334s recommended method
340s [Music]
344s many of you pointed out that our
345s suspects were standing or staring
347s aimlessly between their patrols by
349s adding some animations and world
351s interactions will be able to provide
353s context to their place in the level
355s things like smoking
357s admiring a piece of art or texting
360s these are all things that ground the ai
362s in reality suspects even have to
364s occasionally
365s relieved themselves
368s currently hotel port and dealer all take
371s advantage of these with all maps
373s receiving this overhaul in a future
375s update by layering this with our
377s narrative driven level art it'll
379s definitely be some environmental
380s storytelling that you'll notice
384s we're super excited to share these ai
386s improvements with you soon from improved
388s melee and cover
390s to playing dead in world building
392s and look forward to sharing even more
393s development details in the future
396s put them on safe and let them hang
398s until next time