Nuovo update, il terzo. Questa volta viene presentata IA, il G.A.I.A. che avevo a suo tempo giā illustrato nel thread ufficiale di Outcast:
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Outcast features very advanced AI for its NPC. It is based upon a system of concurrent jobs working in parallel on a single NPC. Each job has sensors, goals and resource allocation needs. For instance if a job requires a character to move to a particular location, it will ‘lock’ the legs and use that resource by asking the locomotion system to play a walk animation. Then another job could receive an information from a sensor hearing noise and require the system to orient the head to check for potential danger. If there’s real danger, another agent may take over the legs resource to play a running animation to move away from the danger source.
This complex AI system provides NPC with emerging behaviors that are not hard-coded unlike those found in many games even today. In Outcast Reboot HD, the animation system will be replaced by a modern one to provide even more convincing behaviors.
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La parte che ho sottolineato non sono parole campate in aria, basta installare Outcast e giocarlo per accorgersi che i comportamenti e le routine del IA non hanno nulla da invidiare ai titoli moderni.
Con il prossimo update stanno preparando video di sezioni a confronto fra il titolo originale e il prototipo attuale:
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Yann is preparing a new video showing the game running with both the old and new dataset simultaneously. Stay tuned.
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Inoltre, parlando degli oggetti fisici dei pledge:
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Many of you have requested preview images of the physical rewards and we are working on it, so here’s the first one, the pyro-engraved leather map.
Please note this is a mockup and not an actual photo. Some graphical elements are yet to be finalized.
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Per quanto riguarda le statuine, nello specifico le dimensioni:
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Actual size will depend on the vendor, and we'll try to choose the best possible quality. But usually small is around 10 cm and medium around 20 cm.
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