Interview met lead designer van F.E.A.R

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GameSpot heeft een wel zeer interessant interview geplaatst met Craig Hubbard, lead designer van de makers van F.E.A.R, de aankomende first person shooter van Monolith en VUGames. Hier volgt een stuk van het interview dat deels gaat over de AI van de game:

GS: Tell us about the artificial intelligence of the game’s enemies? Judging from our recent experience with F.E.A.R. they seem surprisingly skilled at defending themselves against incoming fire and aggressive enough to crawl under tight spots to get at us. What went into creating the AI enemies and what kind of tactics and challenges can we expect from them? And actually, what else can we expect to encounter in the game besides well-trained soldiers?

CH: Our emphasis is on close-quarters combat, so enemy behavior was obviously a major focus. We wanted you to feel like you’re fighting trained Special Forces units instead of rank amateurs. The AI is squad-based, meaning that enemies coordinate and communicate with each other as teams rather than individuals. They have pretty extensive environmental awareness, which factors into their navigation and use of cover, even allowing them to create cover by flipping a sofa or knocking over a cabinet to crouch behind. They’ll also use hazards against you, so if you duck down next to a fire extinguisher, they’ll target it in an attempt to damage you.

You’ll encounter various other types of enemies throughout the game. We’ve already shown the assassins, which are recon units with stealth camo. They’re pretty fleet and acrobatic and rely on hand-to-hand attacks. We’ve also shown heavy-armor soldiers, who use heavier weapons and can take a lot of punishment.

Het gehele interview kun je hier bekijken.

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