Afterfall Gameplay Video

What....what did I just watch?

The environments looks pretty nice but the rest was pretty bad. The animations deserve special mention in the fact that even Bethsoft has better. Seriously, the axe swinging animation was hilariously bad. I was also not a fan of the "Trying to hard to scary you" moments.

After re-watching the trailer, I noticed the chair guy tossing chairs at the wall in an attempt to hit you. lol.
 
Tagaziel said:
Makagulfazel said:
L4D2's AI is pretty comical in versus. LET ME HEAL YOU IN THIS SPIT PLS. "Oh, you're being smokered 5 feet away from me? Sorries, got an ass to pick." It's hard to think of games with good AI, though. Even in strategy games, the tougher AI opponent is usually just given tons of extra resources to compensate for their moronic lawls-let's-attack-the-front-gate strategy. Good AI has got to be hard to code.

Which is interesting, because Alyx is one of the better-coded teammates in gaming.

Yeh, but she was kind of hard-scripted for every single thing. It worked pretty good in Half-Life² + Episodes, but it's a lot work needed to get it work like that.
 
Crni Vuk said:
Makagulfazel said:
Metro 2033 AI was pretty good.
Strange enough while I loved Metro33 the AI and most important the fights left me completely cold and unimpresed. No clue why, maybe the way how those creatures attacked. It was rather anoying then scary, particularly those rats and flying monsters.

But I loved the background, with the attacks on your psyche (if you know what I mean), the kind of situations where your dreams could kill you or something like that. Or when you helped to open the gate and got some form of illusion and as well how the old man explained the anomaly.

have you play fear?

it was a good shooter with good AI (they dont run toward you they take or make their own cover), then in fear 2 they make the AI as stupid as they can.
the game too have somo atack in your psyche
 
Lexx said:
Yeh, but she was kind of hard-scripted for every single thing. It worked pretty good in Half-Life² + Episodes, but it's a lot work needed to get it work like that.

AI is a bunch of scripts. Every single action you see performed in the game by a computer is the result of a script. Some are simply more sophisticated than others. Alyx is notable because she doesn't hinder you nor does she gank your targets. She's simply very good support and most of the time she runs on her own AI, with entirely pre-scripted events being few and far in between (such as the sniper sequence or the shrieking drone sequence).
 
Well, my point was more that Alyx only works the way she works because the map designer includet a reaction on every possible thing the player could do in the map. Exchange the map to something else and Alyx will be as stupid as any other more generic npc in a different game.
 
Lexx said:
Well, my point was more that Alyx only works the way she works because the map designer includet a reaction on every possible thing the player could do in the map. Exchange the map to something else and Alyx will be as stupid as any other more generic npc in a different game.

Do you read what you post? There's no possibility for a map designer to anticipate every possible sequence of events. Alyx is designed so that certain special actions trigger whenever the requirements are met, eg. the angle the zombie attacks, etc. Alyx has simply a very good AI that adapts well to any map she's on.

Hell, even basic Combine soldiers have good AI when spawned in Gmod on any given map.
 
Yes, I read my post, thank you.

The ai in Half-Life² is controlled by a shitload of nodes and other stuff. Place them in a empty room and they act like idiots. This nodes - by the way - are placed by the mappers.

/edit:
mapx2.jpg


Plus, you have to define various nodes / what the ai can do on them. Alyx in various scenes also is 'activated' by normal triggers that kick in as soon as the player is doing action x or y. This - also - is set by mappers.
 
Tremer said:
have you play fear?

Yeah - it was enjoyable enough but I didn't continue with the series. Bullet time didn't give the AI much of a chance to react to my presence, but the enemies' use of cover seemed pretty good(they moved when I ran up on them instead of sitting there and getting blown away while simultaneously looking like they were in the process of dropping a turd on the ground). From the sounds of it, maybe it was a good thing I didn't get F.E.A.R. 2.
 
AI in Rainbow Six: Vegas on hardest difficulty levels was pretty decent and I believe is worth mentioning (excluding famous rope bug and few idiotic situations in which AI just runs towards you instead of using brilliant tactics as other bots did)
It's based on unreal engine if I remember good.
 
Makagulfazel said:
Tremer said:
have you play fear?

Yeah - it was enjoyable enough but I didn't continue with the series. Bullet time didn't give the AI much of a chance to react to my presence, but the enemies' use of cover seemed pretty good(they moved when I ran up on them instead of sitting there and getting blown away while simultaneously looking like they were in the process of dropping a turd on the ground). From the sounds of it, maybe it was a good thing I didn't get F.E.A.R. 2.

you are the use of the bullet time as kind of cheating, i finish the campain in hard without it and as very challening and fun.

the thing is of all the FPS i play that have the better AI
 
Ok...I'm getting so sick of seeing this and it isn't just this game. A sofa blocks the stairs. Really? I can swing an axe into a barricaded wall and break it down but am thwarted by a locked door and a sofa?
Can't remember now if it was a far cry game or metal gear or what, but there you are mr. bad ass kill everything and you can't go down a hallway because it is blocked by a stack of milk crates.
Anyone actually tried blocking rpg players' path with a sofa, crappy door, or milk crates? You would never get away with it.
This is quickly becoming a pet peeve of mine.
 
Lexx said:
Yes, I read my post, thank you.

The ai in Half-Life² is controlled by a shitload of nodes and other stuff. Place them in a empty room and they act like idiots. This nodes - by the way - are placed by the mappers.

I'm pretty sure Garry didn't go over and place nodes for every creature in gm_construct so that they appear to be intelligent. Yes, nodes allow for ''more refined'' behaviour, but they still have non-scripted AI, which is something you do not want to understand Lexx. Nor the fact that ALL AI is a bunch of scripts.
 
If the ai is hardcodet and not in scripts, is it scripted then too?


I do know how ai works from technical point of view, by the way. And as this 'discussion' is going to rotate, I will not post anything more to it.
 
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