Thanks for the detailed answers guys!
oasiz, on 06 June 2020 - 10:13 AM, said:
But yeah, doing more complex A.I. does require quite a bit of extra effort, especially with build. I guess Fury hits the kind of late 90s era where it's more reasonable to expect HL-like A.I. but build is a bit iffy for some of this. We actually had plans for some hostage/defusal stuff at some point but it would've required too much development time that we couldn't afford, plus it distracted from the main game.
In the end, we scrapped the extra fluff and went with what is there. NPCs were scrapped as a first thing, the game would need more focus on plot for these to make sense.
Fury in many ways is sort of Duke3D in it's gameplay loop.
Perhaps these ideas could be implemented in the expansion/sequel? I totally agree that IF is a lot like Duke3D in the core gameplay elements, but
somehow, somehow it feels different in a multitude of ways. The enemies are more human and you kind of expect them to act as such, especially as you can hear coherent utterances in their radio chatter (compare this to
Quake humanoids that are intended to be drones). Again, action in many places makes you feel like it's a more realistic military operation or something.
On the whole IF feels more mature (not in the sense of "adult content") compared to Duke3D, which should be unsurprising considering the many years of mapping and coding experience of the developers, and the community on the whole.
Trooper Dan, on 06 June 2020 - 11:47 AM, said:
Build engine does make it difficult to overcome the kinds of problems that MrFlibble listed, but it can be done -- mostly.
Indeed I'd not be asking about the features above if it weren't for Alien Armageddon and AMC TC. These prove that neutral and allied NPCs work exceedingly well in Build (at least, to my mind).
Ion Fury's levels are very well crafted but I had a feeling of the urban areas being completely deserted -- again, something that I'd never think about when playing Duke3D or Shadow Warrior. It isn't like I had some sort of different expectations, but I guess playing Alien Armageddon in-between the preview campaign and the full release has affected my perception.
I'm thinking that the more vast and complex nature of the levels (compared to classic Build titles) has played its part in exposing the limitations of the AI. But at the same time it seems to me that there is potential for developing this aspect of gameplay further, and maybe creating novel situations for the player to find themselves in. The protagonist's character and the setting are quite conducive to exploring these directions IMO.
I think it could be quite organically woven into story/gameplay that Shelly
- works alongside other GDF members, either present physically as allies or communicating over radio/wrist console/whatever
- carries out various missions (not just shoot everyone and reach exit) in a concerted effort against Heskel or other threat
- sometimes has to operate in populated areas with civilians
- does not always resort to the gung ho attitude and can use stealth in the face of numerically superior opponents
- can (maybe?) have a choice of missions, with a branching/non-linear plot
- maybe can upgrade weapons at the home GDF base, or something along those lines
As a
Dark Forces fan I am convinced that the above features can be seamlessly combined with the classic run-and-gun, explore-for-secrets classic Build FPS gameplay. And imagine how the level of detail in the maps could contribute to some unusual missions, something like infiltrating an enemy installation and then finding an escape route. I guess the Build engine could even allow for something like
Hitman missions (especially in later games where you have sprawling locations) with several ways of completing the objectives.
But I have to apologise in advance if any of the above is contrary to the authors' vision of the game and the character, it's just the ideas I got from the game concept, artistic direction and gameplay, plus the aforementioned community mods for Duke3D