moon knight
Matt7895's alt
How come a small German studio have managed to pull that off back in the early 00s, despite working with a much slower hardware?
Are you talking aout Gothic?
How come a small German studio have managed to pull that off back in the early 00s, despite working with a much slower hardware?
You mean Khorinis in G2? There are what, a few dozen NPCs, with vastly simpler routines and reactions than KCD.How come a small German studio have managed to pull that off back in the early 00s, despite working with a much slower hardware?
I specifically said streamlining is necessary. But even cutting it down to a mere 1000 would be likely impossible and any lower you're risking the Whiterun effect from Skyrim - a supposedly majestic metropolis of the empire feeling like a dingy backwater hamlet.Come on, do you really expect Warhorse to make a city with tens of thousands NPCs each with their own intricate routine? No one needs that.
A combination of different tiers should do the work. Complex AI for plot-relevant characters, less complex Gothic 2-tier AI for merchants, and simplistic AI for extras to fill out the space and make Prague a believeable city.
Now, why Warhorse still reused their CPU-taxing AI for soldiers that appear during setpiece battles such as the siege of Talmberg instead of dumbing it down is a mystery to me.
But even cutting it down to a mere 1000 would be likely impossible and any lower you're risking the Whiterun effect from Skyrim - a supposedly majestic metropolis of the empire feeling like a dingy backwater hamlet.
I never really played one, but don't the Assassins Creed game do this all the time? I played the free Paris one for a bit and there were thousands of NPCs running around, don't know if they have schedules though.
An accurate interpretation of Prague's scale will require a complete overhaul to the design philosophy of the game. KCD follows the modern TES design philosophy that all doors are open to the player, and therefore that all areas can be explored and interacted with at any time. If you can see a door, you can open it, and it will lead somewhere. This is a direct contrast to The Witcher 3, or any of the Assassin's Creed games that Wesp5 mentioned, where large portions of the cities are simply set dressing. I don't see a fusion of these two designs being congruent because it leads to inconsistent rules for the player. Why can some doors be opened, but not others? Why can some interiors be explored, but not others? Why do some NPCs have full scheduling, but not others? It sounds ideal to only have full NPC scheduling for a handful of important people (let's say, 100) and then have thousands of cardboard cutout NPCs whose only drain on computational power is a script telling them to wander around, but it would be really weird to see these two things clash and I think there's a good reason that we haven't seen a developer do it yet.I specifically said streamlining is necessary. But even cutting it down to a mere 1000 would be likely impossible and any lower you're risking the Whiterun effect from Skyrim - a supposedly majestic metropolis of the empire feeling like a dingy backwater hamlet.Come on, do you really expect Warhorse to make a city with tens of thousands NPCs each with their own intricate routine? No one needs that.
A combination of different tiers should do the work. Complex AI for plot-relevant characters, less complex Gothic 2-tier AI for merchants, and simplistic AI for extras to fill out the space and make Prague a believeable city.
Now, why Warhorse still reused their CPU-taxing AI for soldiers that appear during setpiece battles such as the siege of Talmberg instead of dumbing it down is a mystery to me.
As for the tiers, not sure how much that would help. Even simplistic NPCs still need to react to the PC killing and stealing, still need a day/night cycle and at least some basic routine. Meaning you wouldn't save much.
As for the last point, are you sure that's the case? Citation needed.
Which is nearly all background NPCs need to actually do. They just need the illusion of existing.I never really played one, but don't the Assassins Creed game do this all the time? I played the free Paris one for a bit and there were thousands of NPCs running around, don't know if they have schedules though.
These NPCs are randomly generated and don't have a scheduling. Their ambient behaviour is walking around of standing still in groups, and running away when the player enters in a combat state.
This is a direct contrast to The Witcher 3,
ALiVE features the revolutionary Virtual Profile System that supports thousands of units operating simultaneously across the map with minimal impact on performance. Unlike older caching systems, Virtual AI groups will continue to move, operate and fight and will seamlessly spawn into the visual game world when players are in range.
Semi-randomized, procedural and customizable mission with optional plot to follow. Your task is to find and take home the body of your brother who was killed recently on Altis - island terrorised by local warlords, brutal bands of mercenaries and other marauders of just burned out civil war.
I do, id like to play that.Come on, do you really expect Warhorse to make a city with tens of thousands NPCs each with their own intricate routine? No one needs that.
They could do what TW3 did - not one seamless open world but a collection of instances, with one or two huge ones and a couple of smaller areas. There could be just a small slice of Prague with the open door policy.An accurate interpretation of Prague's scale will require a complete overhaul to the design philosophy of the game.
Would get a blowback tho. People generally don't like this fragmentation.
......even if the game runs like a slide show?I do, id like to play that.Come on, do you really expect Warhorse to make a city with tens of thousands NPCs each with their own intricate routine? No one needs that.
Even if the whole game was about being in that city and the gameplay was purely emergent, id like to play that shit.
#KingdomComeDeliverance, a story-driven open-world #RPG by Warhorse Studios, released on the 13th of February 2018, is celebrating its 5th anniversary today!
The game would never see the light of day without the support of our backers and loyal community throughout the whole development. Thank you. And cheers to everyone who stumbled upon Henry’s story and enjoyed his adventures!
#KingdomComeDeliverance, a story-driven open-world #RPG by Warhorse Studios, released on the 13th of February 2018, is celebrating its 5th anniversary today!
The game would never see the light of day without the support of our backers and loyal community throughout the whole development. Thank you. And cheers to everyone who stumbled upon Henry’s story and enjoyed his adventures!
5 years ALREADY? wew, time flies...
Warhorse Studios said:We are the gaming studio that brought you Kingdom Come Deliverance, an award winning medieval RPG. Packed with creative storytellers, gifted artists and technology magicians, we are now working on a new project. Higher ambitions, greater production values and yet the same passion and strong artistic vision not surrendering to any mainstream trends.