“Which is fine if your character is moving at a baseline speed, or even if you are at a run. “AI systems generally work by assessing the situation and then reacting,” says game director Matt Tieger. High Moon feels like it has some added AI complexities to deal with in Fall of Cybertron. This is only one of the challenges behind designing video game AI. Since any player can approach any situation in any number of ways, a game’s AI has to be flexible enough to respond to every imaginable situation. All of this can happen in a matter of seconds, meaning every moment of gameplay contains a nearly infinite number of variables. The studio’s AI solution has affected every facet of the game, including the fundamental design of its enemies.Īt any given moment in the game, a player might be undertaking any multitude of diverse actions players read their enemy’s actions for clues about what they might do next, access their weapon load out, reload their weapons, scan the geometry for cover, weapons and threats, then ultimately commit to a decision. While the AI systems in Transformers: War for Cybertron were completely functional, developer High Moon felt like it needed to rethink its enemy design for the follow-up Fall of Cybertron.
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