Back to Search
How would you consider the current state of ground-based AI FPS combat, and what is needed to make it a more challenging or rewarding experience for players?
Dan Trufin · Lead Systems Designer, FPS combat AI design

The state right now, we're seeing a lot of difference technically when you look at the state of it when you play it in single player versus when you play it in multiplayer. We're definitely seeing a lot of issues that come from desyncs and sometimes from server performance or stability. But besides that, there's a lot of things that we still have in our plans from a design/behavior perspective that we want to do with the AI. The AI right now are fairly simplistic. They run a few behaviors that they run in an okay way. They either push if they have a shotgun, or they stay in their area and fight you from that area. We are now working on them going and replenishing ammo, and surrendering if they run out of ammo completely and they can't find a place to replenish their ammo. So we're adding this stuff, but there's so many other things that we need to look into. We need to look into how we flank, how we try to intercept and head off the player, how we're going to throw grenades to make sure the player doesn't hunker down in a single area and try to snipe everyone from there, how they're going to react to grenades getting thrown their way. There's so many things left to do here. We're just beginning, let's put it this way, from a design perspective.

-
Open in pop-up
Open in new tab
Click to copy link to YouTube
|
Published on this date.2020-11-20
Save Card as Image
ID: SgdtnCX8AOI_800 (Click to copy)
Perma link (Click to copy)
All Q&As from this episode