over 2 years
ago -
VOID Interactive
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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 |