Each node controls a system in the physical world, for example a door or defences. Each network is comprised of a number of nodes. Typically, this will involve your allies protecting the player character from physical enemies, while your avatar battles the network's security protocols. This means that two turn-based battles can occur simultaneously and the actions taken in one battle can affect the other. The new feature allows the protagonist to digitise their consciousness and enter corrupted computer networks as an avatar. To begin, you may be aware that Prometheus Wept takes place in the aftermath of a cyber attack which corrupted most of our digital technology. Finally, enough progress has been made to talk about it. Previously, I've hinted at a big, unannounced feature of Prometheus Wept. Hi again! I hope you're keeping safe and healthy. The maps in prometheus wept are much larger that Vigilantes and contain indoor and outdoor areas, so there's much more work involved. This week, I'm working on level design, specifically the town centre for Sunny Pines, the primary hub for act 1. This seems to be an improvement, as each character type puts a different type of pressure on the player team. I've been experimenting with designating certain characters as ranged and melee - with melee characters closing the distance and ranged characters firing from cover. This often led to AI characters putting away their guns and engaging in mass brawls, which seemed like counter-intuitive behaviour. They were also incentivised to get closer to the player team. In Vigilantes, most characters would switch between melee and ranged attacks freely, depending on which was predicted to provide the most damage output. Last week I spent some time tuning the AI. A good part of the time has been spent working on a big (and horrendously complex) feature which hasn't been announced yet, but will be in the near future.
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