What else are you working on? Anything fun?
TL;DRMuch of the work can't be discussed yet, but they are focusing on ground-based combat AI, tightening it to feel more urgent, reactive and like real enemy combatants rather than gamey.
Yeah, a lot of stuff I can't talk about right now, though. But we're also looking at the combat AI, looking at what the next steps are, looking at what we have right there, trying to tighten that up, give it more of a sense of action, of urgency, looking at how they react to certain things that you do and how they counter those, being able to give them more of a feel of enemy combatants and less of a, if you will, a gamey or AI result.
Combat AI, some version of that's been in place since Arena Commander first launched with the original Vanduul Swarm, but I think we're all ready for it to progress and for it to continue to evolve to be everything that we know it can be, especially with Squadron 42.
Well, from our side, what we're really focusing on right now is the ground-based combat AI. So that would be your enemy pirate characters that you saw at CitizenCon and things like that. And those bring across different challenges in dealing with the various animation systems, how characters juke and jive, how they start, they run, they go up and down things that are unique to characters in, say, a ground-based environment or a skeletal environment in like a human or something like that, that don't exist on the ship AI, which has its own particular challenges.