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Sui Generis is an original open world RPG for the PC featuring dynamic story and physics based gameplay.
Sui Generis is an original open world RPG for the PC featuring dynamic story and physics based gameplay.
Sui Generis is an original open world RPG for the PC featuring dynamic story and physics based gameplay.
6,931 backers pledged £160,055 to help bring this project to life.

Stats and combat AI

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In the new video we will showcase a number of environments and gameplay features including various weapon types, looting, item interaction, item properties and more... The video should give you a much more complete idea of what the final game will be like.

There are two main things we are trying to complete for the video at this point. One is the item and character stat system and the other is the new combat AI. Both these things are close to being ready to use and very key in defining the core gameplay. We're working on them right now so we thought we would explain what we're trying to achieve.


Item and character stats

Stats must play an important role in the game but player skill, action gameplay and physics are already playing a huge role. We want to retain the skill element and the fluidity of the combat, stats must interact seamlessly with this process and give advancement and loot a good purpose. The effect of stats compared to many other RPGs is quite small, you will never be 10 times as strong or do 100 times more damage, but that extra speed or force does make all the difference.

It's taken us some time to design and test a stat system that would work well. Weapons in particular are tricky because their shape and size alone have a huge impact on gameplay and character animations. Just the distribution of the mass of a weapon (this is accurate and based on the 3D mesh and can also be tweaked) can completely change how a character effectively wields it. We need to use the weapon's inherent physical qualities and allow them to interact with character skills and physique realistically, we also need to provide the player with an intuitive yet accurate overview of a weapon's qualities. We think the fact that every weapon feels and plays differently is great. We're thrilled with what we've come up with and you'll be able to see all this in game.

We've now got almost all our weapon types implemented with the notable addition of pole weapons. After all, what's an RPG without halberds? We're having to redesign all our animations yet again as we've made some changes to accommodate the effects of weapon and character statistics interacting with them. We've also added some new manoeuvres such as thrusts and more elegant parries which were previously entirely procedural.

We've been adding a lot of polish to the combat mechanics and made a huge number of improvements that show both in gameplay and visual realism, we feel we're rapidly approaching completion here and damn is it good. We have always firmly believed the combat was exceptionally fun and to this day we become excited every time we play, but with the latest improvements it's really shaping up to be breathtaking.


Combat AI

Combat AI is something we're taking very seriously. We're very keen on NPCs appearing lifelike and playing similarly to a human opponent. Combined with the physical interaction and motion, a realistic and clever behaviour really tricks our brains into thinking of the characters as alive, it makes combat feel very real and personal. We're also keen on AI opponents being challenging while playing by the same exact rules as yourself which contributes to this feeling.

To ensure that NPCs really do play by the same rules as players we're actually running them through the same exact controls, we're basically putting a virtual player in charge of them with their own cursor and buttons to press. Because of the full physics simulation however these need to be very smart, landing a good blow requires steering the character so that their weapon connects with force in the right place at the right time while overcoming the opponent's defences. When you play the game you'll see this is a very organic and tricky process, it requires skill from a player and it also does from AI. It's even trickier when you start to consider the hugely different weapons and other items that a character or their opponents may be equipping. That's just the beginning though, we want our characters to react with human like individual qualities; we need them to employ solid tactics and have good awareness of the environment, swinging a halberd into a wall, or worse into a friend's face, is a big problem. NPCs need to act cleverly in any situation or against any number of opponents. Oh, and we need you to be cursing at the little buggers with genuine outrage.

These seem like pretty daunting problems but we've been working at them and overcoming them for some time, we're close to integrating the first version of the new AI framework into the game and we'd like to use it in the upcoming video as the current AI severely limits what we're able to show.


Hopefully that contained some useful insights into what we're doing and why!


Best,

Bare Mettle

Comments

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    1. BrecMadak on October 10, 2013

      @Luke Groves: yes, thats acceptable of course, I just meant an area strictly for testing things would dumb down the immersion and atmosphere of SG :P

    2. Missing avatar

      Ben Obikoya on October 9, 2013

      Leonidas, you'll be happy to know that that is pretty much the level of detail the AI will likely have in this game. Since they already have the lore and everything set up, I imagine that they'll be creating characters in situations to carry on from rather than develop into. But, if you find a daring miner, you should be able to convince him to come adventuring with you. And he'll will constantly re-evaluate whether or not his decision was wise and if he should just go back to his mine, or do something else entirely for that matter.

    3. Missing avatar

      Leonidas on October 8, 2013

      I'm also a backer of 'limit theory' - a procedural space game.
      in his latest update he talks about using the AI in such a way that NPC characters can figure out that if their goal was to make money, they can do that by getting mining equipment, mining, and bringing it to market.
      I don' tknow if you have something similar, but you might want to have a conversation with him about how he did that.
      It would be neat to generate a world where individual NPCs mined, farmed, build towns, became bandits and lawmen procedurally before your character even stepped into it.
      would also be neat to get out of a spaceship and run around in armor with a halberd. :-)

    4. Jeremie Lariviere
      Superbacker
      on October 8, 2013

      Looking forward to it!

    5. Devon Mullane on October 8, 2013

      Sounds quite clever and rather awesome. Really looking forwards to everything you guys are working on. I think this is shaping up to be one of the best Kickstarter projects I've backed, super thrilled to be a backer.

    6. Theobeau:OOoE\Mad man with a box/Exiled on October 8, 2013

      Sounds great and looking forward to the upcoming video

    7. Lost-brain -Obsidian Order Dark Goddess on October 8, 2013

      Interesting update, even I can't wait for something more... concrete. Like the next video.

    8. Missing avatar

      Tomas on October 8, 2013

      Glorious - simply glorious. The wait was long, but it was worth it. Thank you Bare Mettle - our faith in your project has never wavered, but now it's stronger than ever.

      The only thing I'm waiting for now is the Alpha!

    9. Marcel Schoen on October 8, 2013

      I have to admit - reading this update about how you want to approach the AI got me very excited. I'm a bit afraid you might bite off more than you can chew, though; seeing as many AAA-games are having a hard time getting any decent AI up until today. Whatever the result, I appreciate the effort. Impressive and surprising AI is much more important than superduper-high-resolution textures and all that shiny graphics stuff. Sure, it needs to look good too, but good AI is what makes a game world really come to life. So I'm eagerly looking forward to this...

    10. Justin_Paplus on October 8, 2013

      Congrats to the whole team, you are really bringing something new to the videogame world. Can't wait to see that in action !

    11. Missing avatar

      ninjaman999 on October 8, 2013

      Sooooooooooooooooooooooooo
      Wheres the ink? :o

    12. Luca on October 7, 2013

      ...Unpredictable and physics-driven complex combat is a must no other game of this kind has ever had... can't wait! This game has potentials to be a truly innovative gem.

    13. Emil Gustafsson on October 7, 2013

      This does sound promising, but I do hope you gonna add team commands so the Ai tries to act as the leader of the group desires, instead of a mob who hack and slashes down each other as well the enemy.
      But Im looking forward to see this video.

    14. Luke Groves on October 7, 2013

      Sounds great, I cannot wait to be playing this game!

      I eagerly anticipate the video, it sounds like there have been some massive improvements to the game.

      @Berk I can imagine there being some form of sparring arena and training area in the game, perhaps have one in your home village for training a militia?

    15. Missing avatar

      pascal swiercz on October 7, 2013

      Is there any consideration being put into whether or not environments will be dynamic/destructible? Not that I'm imagining there would be a lot of things leveling the environment, but I can imagine if there were say spells or some sort of explosion or collision that it might serve to impact the environment in some way such as crumbling a wall or destroying a cart, or knocking over a guard tower.

    16. theweirdn8 on October 7, 2013

      Did you get my message?

    17. Missing avatar

      David Elsea on October 7, 2013

      @Berk Looking forward to it! Overcoming a challenge is the best part!

      It would be cool to be able to see where the AI's cursor is, when they time attacks and such. But I suppose this can be accomplished just by playing carefully

    18. LordCrash on October 7, 2013

      Cool update, looking forward to the next video.

    19. Missing avatar

      Pontus Broden Svensson on October 7, 2013

      Wow that sounds awesome! Nice going to the entire team!

    20. BrecMadak on October 7, 2013

      Lovely update BM as always !
      @David Elsea: No training mode is likely gonna ever exist, you gonna die A LOT which is pretty likely !

    21. Missing avatar

      David Elsea on October 7, 2013

      Since the AI have the same inputs a player does, is there anyway we could see what the AI is doing to perform certain actions? I'm imagining a training mode or a combat arena of some sort.

      I'm anticipating being bad at the game and wanting to get better :)

      Keep up the good work!

    22. Missing avatar

      saluk on October 7, 2013

      I always am fascinated by fancy AI systems - and in my own game development I tend to wander down that rabbit hole and never find my way up. I think it's important to remember to keep it fun - the older zelda games for example had very poor ai, but the enemy patterns were interesting and varied enough to keep combat exciting, even though the monsters couldn't even navigate the maze to get to you. Very excited to see what you are coming up with. Thanks for the update!

    23. Grommy on October 7, 2013

      Now that's an amazing update!

    24. Donald M Pollack on October 7, 2013

      Sounds fantastic. Can't wait to see what you guys have been cooking up over the last 10 months.

    25. Missing avatar

      Louis Daurat on October 7, 2013

      yeah! definitely!

    26. Missing avatar

      Ola Fornander on October 7, 2013

      Looking forward to the video!