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Friday Nov 02, 2007
The Alpha to Beta Push - Condemned 2Matt Rice, Software Engineer, AI : We originally started off Condemned 2 with a key goal of adding more variety to the combat. We did this in a few ways - by expanding the players potential attack options, by expanding the sheer number of AI types and by expanding the base AI’s behavior set. A “behavior” is an atomic action that an AI may make, be it swinging a pipe, recoiling in pain or running to hide. At Monolith, one of the AI Engineers’ main responsibilities is creating, assigning and managing the many behaviors for each character. The technology we’ve created has made it a simple process to move behaviors from one character to another. Want the dog to block melee attacks (we don’t…but if you did), just drag and drop that behavior into his behavior list.
With plans in place, many departments may begin working on the same character at the same time. Character Art starts modeling, animation gets someone in a funny suit for motion capture, our FX artist starts looking at burning Tibetan monks for fire reference and the Audio Department will start screaming in combustible pain into the microphone. I will start out by creating the base framework for the characters behaviors. As AI Engineer, I start by copying a relatively similar character and trimming behaviors he doesn’t need, like throwing weapons or hiding, and adding behaviors he will need, namely, a single sprint to player that results in either a potential deadly grapple or a painful to watch burning for our friend the Rioter. This part is fun not only because it is both challenging and rewarding to see such plans come to fruition, but also because…well…it can be quite entertaining. After my initial implementation, I need to verify as much of the code as I can so that when final assets are delivered from the other departments they will simply drop in with no problem. So I have to pick the best (or not) of the currently existing assets to use as stand-ins. At this point, the Rioter looked an awful lot like the thug. Animation wise, he “ran” towards the player with the limp of a broken leg and if he failed to grab the player he would not so much writhe in pain as much as jump and down as if he was at a hip-hop show…then die. If he succeeds in grabbing the player, he would invert himself upside down and seemingly try to hug the player to death. Instead of being on fire, he became a fountain of puke, an effect that we have so many variations of. Along the way we will continually test the character to make sure he is fun to play against and fits the theme of the game. When near-complete, the character is given the green light to be placed by the Level Designers in their levels. What once seemed like a slam-dunk in our test levels may end up playing not so well within the context of a full production level. More than once we’ve had to re-visit characters that were mostly done and had to re-design, scale back or simply cut them altogether. This can be painful for all involved, no one likes seeing days or weeks of their work scrapped but characters that are no fun to fight can really bring the player down and generate distaste for the game. Right now, we are pushing hard towards final Beta and I find myself splitting my time between fixing mundane but import bugs and making exciting last minute revisions to characters before we lock in the code and finalize the game.
Posted by Alex in Condemned 2 on 1:53:01PM Nov 02, 2007 |
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Friday Nov 02, 2007
Creating a New Action Experience - The Club with Nick Davies Nick Davies, Design Manager at Bizarre Creatios Gives us the lowdown on The Club The Club Background Although we are all fans of story led games, as a company our strength was in gameplay so we looked for external help to flesh out the world of The Club. The background for The Club and for each of the characters was written in conjunction with a great writer called Gordon Rennie, who has worked on 2000AD writing for Rogue Trooper and Judge Dredd, as well as in many videogames such as Killzone and Rogue Trooper, as well as some fantastic new projects he’s currently working on but I can’t tell you about. Racing and Shooting
A lot of current games, especially first and third person games, tend to rely more on a gripping story to keep the player going, rather than a more ‘old school’ desire just to just keep improving. We’ve nothing against this, the story side, most of the guys here love Bioshock, Gears, Half Life and the like, but we just felt there was a chance to stand out and do something a bit different. The system itself is incredibly simple on the face of it, it’s a time and combo based system. The basic premise is that if you kill one enemy you then have a set period of time to kill the next one in order to increase your combo. The higher you get your combo then the less time you have to get to the next enemy. This gives it a real frantic pace, which only increases the better you get at the game, the looks on peoples faces as they try to sprint to the next enemy while their time is ticking away is priceless, and often turns the air blue in the office! On top of this you’ll be given extra points for more stylish kills like headshots, or for performing an action move (like a roll or a barge through a door) then a kill straight afterwards. Single Player Game Modes As you can probably tell from the names, some of the game modes like Time Attack and Run the Gauntlet are time based. Some like Siege and Survivor are based on surviving against the odds, against way more bad guys than you normally see in a shooter, which can get a bit frantic at times. All the game modes share the same basic scoring system, but learning the game rules is the only way you’re going to be able to get the best scores.
So although this is our first shooter as Bizarre Creations, it’s not as though it’s been an alien concept to everyone, and I think that shows in the quality of the finished product.
Posted by Alex in The Club on 12:17:16PM Nov 02, 2007 |
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