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Post news Report RSS AI Progress and General Status of the next update

Over the course of the last few weeks we've revamped the Initial Hub and turned it into a better suited staging area for the different VR missions and the various training sessions. We've been reading your critical reactions on Youtube and various forums and integrated these frustrations in our highest priority concerns for the VR Missions.

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Overall Progress

Over the course of the last few weeks we've revamped the Initial Hub and turned it into a better suited staging area for the different VR missions and the various training sessions. We've been reading your critical reactions on Youtube and various forums and integrated these frustrations in our highest priority concerns for the VR Missions. I've also been working on placing in Ambers signature weapon her silenced pistol and general AI Intelligence making the transition finally from Path Node based path finding to Nav Meshes. Found commonly in modern games like Last of us or even games like Left for dead. After this update i'll have more time exclusively to focus on the AI and hammer them out in greater detail.

Keep tuned here this weekend and if the build is suitable for release
(Not bug riddled we'll push it out and notify you guys)

Pretty much a lot of the animations are placeholders like this one below that prototype the Specialist aerobatic abilities to evade fire and charge the player. These lads are still in W.I.P and if things go well balancing them they will be in the next build in the term of reinforcements that will attempt to take down ramboing players with the Sniper class,Officer plus support from the Grunts and overwhelm them if they aren't careful.

3P Gunplay

First and foremost we've redone the 3P relaxed state so that means no longer having to aim to shoot, which was confusing quite a few players since you could shoot whenever you wanted in 1P. When Shooting in 3P Amber enters a "Hipfire stage" where you can freely shoot around you with a bit of reduced accuracy in comparison to aiming traditionally. Heres a few examples of that in practice.

Blood and Hit Detection

You'll also notice that when shooting enemies they will leave blood trails, footprints on walls and nearby doors and bleed onto the level when dead. The effect currently for blood will undergo heavy tweaking to find a proper balance over the next few weeks. All this will be present in the next update on IndiegameStand and Desura.

You can Buy into the Alpha testing sessions now or wait till the update is live within the next week on Desura or on Indiegamestand.


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