ciox
Liturgist
- Joined
- Feb 9, 2016
- Messages
- 1,387
STALKER's A-Life was never that complex though. From what I remember once creatures were too far from you, or in another level, they were turned into abstract pieces of data, like numbers in an array.
These abstract pieces had very simplified pathfinding and behavior, and would perform a kind of RPG auto-battles to determine who won if they bumped into enemies, if they survived anomalies, and stuff like that. This is what made it possible for you to leave a level and then find all the stalkers dead while you were away. It's also why you sometimes found weird stuff like 15 perfectly cloned mutant corpses sitting in a circle. This abstraction is what made A-Life possible on old hardware.
Anyway, there's no reason why you couldn't do this stuff in Unreal, it would probably work the same way.
These abstract pieces had very simplified pathfinding and behavior, and would perform a kind of RPG auto-battles to determine who won if they bumped into enemies, if they survived anomalies, and stuff like that. This is what made it possible for you to leave a level and then find all the stalkers dead while you were away. It's also why you sometimes found weird stuff like 15 perfectly cloned mutant corpses sitting in a circle. This abstraction is what made A-Life possible on old hardware.
Anyway, there's no reason why you couldn't do this stuff in Unreal, it would probably work the same way.