Perkel
Arcane
- Joined
- Mar 28, 2014
- Messages
- 16,284
Monthly report from SC production
some neat stuff from it:
new trading screen showing supply and demand better with actual numerical numbers of how much they can give/want:
some neat stuff from it:
Players can also use ‘distractions’ (actions that trigger audio stimuli, such as throwing an object) to cause NPCs to leave their positions to investigate.
[I]“We had to ensure that these events are propagated out to all of the agents within the appropriate area, that they are handled by the perception system, rated against the current threat level, and that the correct behaviors are implemented to resolve the disruptions. The resolution may involve agents going to investigate the source of the disruption, or alternatively, if too many disruptions have occurred, to increase their alertness level. This means that they may take out their weapons, say specific alertness-level wildlines, or respond quicker to subsequent events. We also had to take into consideration that the immediate source of the disruption may not be what the NPC wants to investigate. For example, the agent may perceive that a light goes out, but they would want to investigate the light switch that controls the light, and ultimately, if they don’t encounter the player, turn the light back on again.”[/I] AI Features Team
Continuing with weapon usage, AI Features implemented how NPCs pick up weapons and ammunition during combat. Enemies are under the same ammunition constraints as the player, requiring them to conserve it and use other weapons when they run out. NPCs will evaluate the best course of action in this situation, including switching to their secondary weapon, picking up ammunition, or finding a new weapon altogether. When looking for ammunition, they could take it from boxes, out of loose weapons, or from stowed weapons on dead or incapacitated characters. When looking for weapons, they could get them from racks, find them around the area, or take them from other characters. To implement this, weapons were set up as usables, which allows the AI to search for the best usable that can provide ammo or a weapon. The team had to modify the usable system slightly, including adding support for usables that supply themselves (loose weapons or ammo) and ensuring that usable alignment positions are correctly aligned with gravity when the weapon or ammo falls.
Secondly, they exposed a way to define the costs of nav-links based on specific conditions, such as increasing the cost for vaulting when a character isn’t alerted or walking. Those costs allow the system to describe how preferable actions are from the NPC’s perspective. For example, a character wouldn’t vault, which is a physically demanding action, if not needed.
new trading screen showing supply and demand better with actual numerical numbers of how much they can give/want: