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Rare ha condiviso un nuovo video diario di Sea of Thieves, in cui la software engineer Sarah Noonan il senior designer Andrew Preston ci parlano dell’intelligenza artificiale degli scheletri.
Trascrizione
00:00Hello and welcome to another behind the scenes here at Rare. I'm joined by Andrew Preston, senior designer and software
00:05engineer Sarah Noonan
00:06who are going to take us through AI in Sea of Thieves and specifically Skeletons.
00:11So Skeletons went in in February 2017 in our Taming New Seas content update. Why did we choose to put
00:19them in at that point?
00:20Well I guess the Skeletons were at a point where on a design level they offered like a gameplay threat
00:25to the player
00:26and that was something we hadn't gotten in Sea of Thieves at that point so and then the second part
00:30was kind of a more programmatic thing.
00:33We wanted to test them at scale and make sure that they were kind of performant so it was kind
00:37of getting our early stuff in
00:38seeing how it played out on a gameplay level and seeing that we could make it work basically.
00:44Sarah you joined us when? In September.
00:47In September so but you've been kind of instrumental in making sure that we get these updates like through into
00:52the AI since then.
00:54Yeah so one thing we added was the different perception types so rather than just being able to see you
00:59they can hear you and they can
01:01realize and they've been damaged. If you're sniping a skeleton from far away and you damage him or he hears
01:05you
01:06he's not psychic he doesn't know exactly where you are so he just he turns around and he tries to
01:11look for you rather than knowing
01:12knowing where you are straight away.
01:14The hearing stuff is really cool as well because you kind of have this range of hearing so like
01:20the skeletons can hear you from a cannonball shot really really far away and turn around and try and investigate
01:25that area and then
01:26they can hear like the kind of projectile weapons slightly further away and then
01:30the kind of musical instruments if you're playing them they can hear them even closer and then eventually you kind
01:35of get
01:35these scenarios like you were saying earlier with the with the shovel like if you're
01:39if you're kind of digging around near a skeleton and you're in sound they're probably not going to hear you
01:43but if you kind of make a misdig and hit some rock then it'll make a loud sound and they'll
01:46turn around and receive you.
01:48And I just recently saw skeletons can now heal themselves right?
01:51Yeah so they can they're not just dumb and have a gun and just fire at you straight away they
01:56can react to the player so if they're
01:58damaged so much and they like they can run away from you or they can bring out their banana and
02:03eat it just like the player can.
02:04And that's like that's something we're continuing to improve improve right like through the animation system and stuff as well.
02:09Yeah definitely. Yeah we've looked a lot at the kind of hit reactions and stuff so before kind of when
02:15you hit a skeleton
02:16they just did a very small flinch whereas recently we've been putting in a system where you have kind of
02:21a directional damage system
02:22so if I'm kind of hitting a skeleton with the cutlass and kind of hit them left right left then
02:26they're kind of physically
02:27like turn left right left as they're kind of getting hit which looks like really really cool and really empowering
02:32for the player as well.
02:33And it's like we wanted to obviously try and take as much of the mechanics that a player had and
02:40give them to a skeleton right?
02:41And that kind of brought us on to like wielding like swords.
02:45Yeah definitely because that's the whole isn't that the whole story of these these used to be pirates
02:51and so it doesn't make sense for them to just have a gun not to be able to do anything
02:55that the player can.
02:56When the players got their flintlocks and their cutlasses and stuff the skeletons were just just left with their blunderbusses
03:03so now they can also wield the flintlock and then recently added the cutlass and the unarmed as well.
03:07Like you're saying we gave them the blunderbuss first which is the hardest weapon and players would be starting off
03:13their level one journey
03:14and they themselves don't even have the blunderbuss and they're against all these skeletons with the blunderbusses
03:19which is just so unfair so now they've given them the unarmed and the cutlass so they're kind of easing
03:23you into the threat of the skeletons.
03:25And I guess part of that is like you were talking there about easing you in and it's about the
03:30progression system as well
03:31it's about how we work the skeletons into that and how does that work for us at the moment?
03:36Yeah so as it stands we kind of have different skeletons of different kind of abilities so someone can be
03:44more proficient at aiming or they can move faster
03:46and all those kind of attributes that make them up kind of physically and then obviously they have their loadout
03:51as well
03:52in terms of what guns they're wielding so when arms are kind of in the early game and then as
03:57you kind of progress through the game
03:58they start wielding more and bigger weapons.
04:01So how does AI work into progression in Bounty Quest which is something we've just recently announced?
04:08So with the Bounty Quest we kind of built these new spawner types that we can use so that we
04:13can create a very kind of authored structure
04:16to how players interact with a bounty so we can kind of set up how many skeletons will be in
04:23a specific wave
04:24and then how many of those skeletons you have to kill before the next wave emerge from under the ground
04:29and then what that second set will then be wielding and what rank they'll be and how much harder they
04:34are.
04:34Like manage the difficulty curve as you go through the quests.
04:37Yeah.
04:38Having a spawner where design can go in and they can specifically say what they want to spawn or what
04:43has the most chance of spawning
04:45and you can also change that not just in the Bounty Quests but also throughout the quests like depending on
04:52your level.
04:52they can really contribute to a compelling gameplay challenge and experience for the player and provide lots of variety.
04:59But going forward we definitely want to look at how they contribute to the whole Sea of Thieves tone.
05:04They're not just enemies that spawn because the player is around, they have a history and they live there.
05:09Yeah. After launch we're still going to have a team dedicated to AI so they'll be looking at improving the
05:15kind of baseline gameplay mechanics
05:17and then also adding new gameplay mechanics that are going to challenge players in different ways.
05:22And then of course we'll be listening to player feedback as well and making sure that anything that they kind
05:26of want
05:27we're kind of factoring that into what we're making next just like any other feature in the game.
05:31Awesome. Well, thank you very much. That's amazing.
05:34Thank you.
05:36That was the worst.
05:39Give me the last line just like any other feature.
05:41Just like all the other features in the game.
05:43Awesome. Well, thank you very much folks.
05:45That's alright.
06:07Thank you.
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