Iucounu
Scholar
- Joined
- Jul 4, 2023
- Messages
- 1,183
During development GSC apparently experimented with fairly advanced things like this: https://www.gamedeveloper.com/game-platforms/interview-inside-the-ai-of-i-s-t-a-l-k-e-r-i-So what the hell was A-life all about?The bugs being that A-life didn't really work until they fixed it and it started to work. And people still flamed because it wasn't what was promised.I was a regular on the GSC forum from 2009 or so until the end, and the only complaints I've ever heard about SoC's A-Life were that it wasn't as extensive as promised (which I agree with). But I've never heard before that it was entirely missing, and I don't think it was. Patches only fixed bugs.
You can load now STALKER1 after all the patches and A-life still barely works.
Clear Sky is when that feature finally started to work properly and you could properly see roaming groups, mutants etc. but that game had other issues.
Sort of a "radiant AI" that has a day and night cycle?
"In early versions of the simulator, a character knew one or several dealers, which had sets of quests that they generated based on the map of anomalous activity and requests from organizations, which wanted to get rich from artifacts found in the Zone. Completion of a quest brought the character closer to his goal. There was only one type of quest at the time — “bring an artifact”. The character would take on a quest to search for the artifact, go to the approximate area in which it could be found, if able to find the artifact, brought it back to the dealer, traded it, then picked a new quest. Along the way he could encounter enemies and fight them. In offline mode this was simulated: the opponents took turns making moves, the result calculated based on a formula and the random factor. The effect was that one opponent could run away from another, sometimes characters got killed, sometimes they did not even notice each other or decided to avoid confrontation. If the character was a stalker and met a neutral or a friend, they traded with each other, guided by a developed trading scheme. All of this worked both in offline and in online modes. To notify player about the offline activity, we used news, which were generated if some character could see an event or its consequences. It was planned that the number of types of quests would later increase, and character behaviour would diversify due to introduction of requirements of food and sleep. We also planned that our characters would be able to uncover the mystery of the Zone before the player, or at least collect a certain amount of information."
Little or none of that went into the finished SoC game. CoP has something mimicking this (stalkers going to an anomaly, picking up artifacts and then go home), but in CoP it seems more static and predictable to me than the replacement migration in SoC and CS.
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