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In the past few weeks Jason and Alex have been spending their time on missions and AI primarily. The mission templates that will be included in the demo are in various states of completion, with all the dialog written, and all the assets created. What remains now is to test them thoroughly and to make sure the AI that governs all the NPCs in the game behaves in a smart and realistic way.
The three templates in the demo can each be used to generate a great number of missions featuring unique generated maps, which will provide you a new tactical challenge each time you accept a given mission.
The demo will include a stealth mission involving a classified item that has been stolen, a low-intensity mission in which you'll be tailing a suspect, and a high-intensity mission where a civilian is being held hostage in a remote camp.
Thinking on your feet
One of the concepts we have introduced to represent the need to react to situational changes in-game is the idea of a character being indecisive. To model this we introduced a skill called “Combat Tactics.” It’s a passive skill.
We used to key a character’s combat response off of their highest combat skill, but after thinking this through, we concluded this was not an accurate portrayal of how people respond in a tactical situation. Let’s say we’ve got someone who’s a very skilled marksman while shooting at the range, but has no actual combat experience. Such a person would do worse in combat than a basic soldier who may have a significantly worse shooting skill, but has been trained specifically for a combat situation.
Dress for the occasion
Watch the video below to learn how different attire affects the way NPCs react to your character.
Calling the cops
When civilian NPCs see something that we’ve defined as crime (picking a lock, using specific items, being in restricted areas, etc.) or if they see something that would hint at criminal activity (an unconscious body for example), they won’t go after the perpetrators or investigate the crime themselves, they’ll call the cops instead.
When the NPC “calls the cops” we start a countdown until the police units are spawned on the map. How soon they arrive depends on how remote an area is, among other things. Read on about how Police NPCs differ from other civilians
We've implemented a way for the agents to move between different points on the map using travel points such as ventilation ducts and sewer tunnels. To determine whether your character can actually make it to the other end, we use the character's size as well as their flexibility attribute. Watch the video to learn more.
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