What?
The AI in Doom 1 + Doom 2 was dumb like a brick (not that there's anything wrong with it)
Hah, I was going to say the same thing. Those tweet seem like hollow PR marketing speak...not that there's anything wrong with that.
What?
The AI in Doom 1 + Doom 2 was dumb like a brick (not that there's anything wrong with it)
Hah, I was going to say the same thing. Those tweet seem like hollow PR marketing speak...not that there's anything wrong with that.
Well I think the point he's trying to make is its important they do enough to make things interesting.
Sometimes there's a difference between "smart" and "good" ai design. Like the ai in MGS2 in many ways are kinda dumb individually, but overall with the design of the game they enforce the stealth aspect better than games with smarter ai.
When walking on metal floors, an enemy will hear it if a) they are close enough or b) if it is loud enough. If a soldier is downed and another person sees the bloodspot or finds the corpse, they will automatically kick it up to maximum security and a new guard will be sent to the area. If a guard is knocked out, they will kick it up to maximum security. If all guards have been killed, the commander will notice after a while and send a heavy-duty team to investigate. If the player has been spotted by a guard, they will smack/shoot the player (depending on how far away he is) and call for reinforcements. If the player has used a chaff grenade or has shot the guard's radio, he will try to gun the player down himself. When heavy reinforcements are called out, some of them will have riot shields and will use them as a baracade trapping Snake into a corner or narrow hallway. Also during Alert Mode, if there are blood trails on the floor leading into lockers and/or closets, the enemies will either throw a grenade into that area, or have each soldier comb each nook and crannie of the area and search the lockers (and they can HEAR YOUR HEARTBEATS and your breathing if you stand too close to the locker door!). If you are hiding behind cover, some guards will provide suppressing fire while some others will flank around you. Enemies also can have the uncanny ability to spot discolorations in the atmosphere or a floating gun if you are using stealth camo.
Hey, I think I like this one!
Actually, compared to most other games (at least in Alert Mode), the AI in MGS2 (/Twin Snakes/3) is actually pretty damn good. Let me pull up the TV Tropes post I wrote about it...
i have asked this like a hundred times in other threads but for different games:
Was there any actual hands on demo on this game at the convention?
When i look for videos i only find the demo of Bethesda's press conference.
All the cool Sony stuff and this seems to be eyes only. What's going on? XD
What AI in FPS was "good" at the time Doom and Doom 2 launched?What?
The AI in Doom 1 + Doom 2 was dumb like a brick (not that there's anything wrong with it)
That's dissapointing.There was no hands-on for DOOM. Supposedly, this was the same footage they showed off at Quakecon last year with the SnapMap stuff being of the most recent build (hence the more stable frame rate versus the 40fps-ish stuff that was on display).
The thing is those are just kinda options they do within a narrow space. They don't actually do anything that smart on their own individually. They're scripted to do certain things, that's not the same as ai that's "smart" in that they have more natural problem solving skills within a level with a wide variety of things they can do at any point. It's mostly reactionary scripted stuff that makes them look smart, which works just fine.
Also lol MGS3's ai is terrible. It's basically 2's ai in a much more open space without any new options that help them out at all.
Even some of the more intelligent AI in games don't really do anything "on their own." Hell, even in FEAR 1, all the AI movement was based on two things; actively seeking cover and re positioning based on the player's last-known position. If you watch some of the AI actually fight OTHER AI, you can see that they're really none too bright.
Well that's my point, it's more about enemy options. So the ai in Doom 4 doesn't need to be "smart" as long as their simple options make sense and do their job.
Ah okay. I would say that's level design with AI that serves specific gameplay purposes though. Wouldn't call it smart.Well that's my point, it's more about enemy options. So the ai in Doom 4 doesn't need to be "smart" as long as their simple options make sense and do their job.
I don't like the running towards you either, the imps all do that from the footage right? I think that hurts to dodge and shoot gameplay alot. The old Doom wasn't like that though, the enemies were slow and took their sweet time to approach you. Only the pinkies and the flaming skulls really gunned for you, but even they weren't that fast and the pinkies swerved left and right while doing so. I hope they limit the amount of in-your-face enemies.That is true. Although I'd much prefer it if they didn't go full-on old-school and just run at you zombie-style. Hell, I'd like to see some adaptive AI; they learn from your play-style and change their tactics accordingly. However, we probably won't see that because A) AI is already damn hard enough to program as it is and B) the puny little CPUs in the current gen consoles probably wouldn't be able to handle something like that.
That is true. Although I'd much prefer it if they didn't go full-on old-school and just run at you zombie-style. Hell, I'd like to see some adaptive AI; they learn from your play-style and change their tactics accordingly.
I like the idea of the hell creatures being more than just angry animals. That they is a hierarchy in the background, that they have some form of motivation besides rage.Also why would these hordes of crazy demons be planning out how they would take you down anyway.
Haha, settle down. Where am I asking for a 1:1 translation? All this stuff works great in Quake, whatcha talkin bout yo? All I'm saying is that overuse of in-your-face enemies doesn't do anything for the gameplay. It was abused in D3 IIRC, for shock / fear value.Edit-FFS msv you are literally asking for them to make a 1:1 Doom even though that would not work when you have all these new things you couldn't do before, like jumping and....aiming. An actual 1:1 Doom game that plays exactly like the old games would not sell that well at all.
I like the idea of the hell creatures being more than just angry animals. That they is a hierarchy in the background, that they have some form of motivation besides rage.
Haha, settle down. Where am I asking for a 1:1 translation? All this stuff works great in Quake, whatcha talkin bout yo? All I'm saying is that overuse of in-your-face enemies doesn't do anything for the gameplay. It was abused in D3 IIRC, for shock / fear value.
Yeah definitely. I'm not convinced yet that they'll be able to clear out all of 3's mistakes, but it's looking much better.I'd say the enemy presentation in that demo was completely different from most of what I remember from 3. Lots more room to move and more time to react to what they're doing. I really don't think they'll be remaking 3's mistakes here.
Yeah, doom was never about the AI. But whatever. There better be secret doors on walls if they're trying to be authentic.What?
The AI in Doom 1 + Doom 2 was dumb like a brick (not that there's anything wrong with it)
Do you thing the status of AI is a CPU thing or more one of resources invested and talent?That is true. Although I'd much prefer it if they didn't go full-on old-school and just run at you zombie-style. Hell, I'd like to see some adaptive AI; they learn from your play-style and change their tactics accordingly. However, we probably won't see that because A) AI is already damn hard enough to program AI as it is and B) the puny little CPUs in the current gen consoles probably wouldn't be able to handle something like that.
What AI in FPS was "good" at the time Doom and Doom 2 launched?
Do you thing the status of AI is a CPU thing or more one of resources invested and talent?
i mean you say the weak console CPU's are to blame but then again the great jump in AI for console FPS came with Halo CE and that was on the original Xbox. Halo AI is yet to this day, better executed that most AI in the big FPS.
Also from what i recall, really intensive stuff like path finding could be delegated to GPUs. Or im wrong in this aspect?
In regards to Doom, i think an AI in the level of Rage would work wonderfully. In nature we see very wild animals that feature advanced hunting tactics so at the least have distinct and varied behaviors for the different creatures. The more anthropomorphic demons could exhibit more refined tactics and coordination since this wouldn't feel out of place.
I wonder if Doom will have co-op play for the campaign. Probably not?
When i asked this Pete Hines on Twitter, he asked me if i havent watched the Presentation lol.
That presentation never mentioned campaign coop. Only some kind of horde whatever mode that you can create with SmartMap.
You said the AI in Doom was dumb as bricks. i asked you what other AI back in those days was a lot better or not dumb. That's all. Then you named Half LIfe wich came like 5 years later and then FEAR which came more than a decade later, so those are not very fair comparisons.What has this question to do with what the PR guy said?
"Challenging AI is fundamental to what Doom is and has always been."
This simply makes no sense. The AI of Doom wasn't challenging. Gameplay on higher difficulties probably was, but not because of the AI. Most enemies in Doom didn't use hitscan weapons, which means it was possible to dodge those, which also meant that they were able to raise the difficulty to insane heights.
Anyway, Doom's enemy "AI" was basically on the level of Wolfenstein 3D. As soon as it spotted you, it followed you everywhere and knew where you were all the time (basically cheating). Even the pathfinding wasn't that great. Doom itself improved an insane amount over Wolfenstein 3D, but the AI surely didn't.
When someone says "challenging AI", then "Half-Life (1)" or "F.E.A.R." will probably be my first thought. Doom would never even cross my mind at all.
Out of curiosity what was the game in your example?If I recall correctly, on the 360, AI alone could take up an entire thread on the CPU. You could do it more efficiently, but that requires either an insanely talented programmer, or sheer dumb luck (I.E. FEAR 1).
Classic PR diversion. Or at least it could be.
Intentionally misunderstand what people mean by co-op.
(I have zero interest in a survival mode of any kind.)
has this been posted yet?
http://imgur.com/a/vZbOM
The color cast removed in some pictures. Saw it posted on doomworld. Looks much clearer and serviceable for gameplay. It shows a bit how those pictures are too dark or too one-toned in its lighting. What's essentially some more light/a white light so you can discern colors better makes everything so much clearer to see.
My God...just removing the color grading fixes so much!
Look at this! So much better.
has this been posted yet?
http://imgur.com/a/vZbOM
The color cast removed in some pictures. Saw it posted on doomworld. Looks much clearer and serviceable for gameplay. It shows a bit how those pictures are too dark or too one-toned in its lighting. What's essentially some more light/a white light so you can discern colors better makes everything so much clearer to see.
You said the AI in Doom was dumb as bricks. i asked you what other AI back in those days was a lot better or not dumb. That's all. Then you named Half LIfe wich came like 5 years later and then FEAR which came more than a decade later, so those are not very fair comparisons.
Maybe the PR guy is just using the AI term as a refeence to the foes. Viewing it from that angle it kind of makes sense since Doom was indeed a challenging game. Not due to it's complex or smart behaviour but because the cheer number of AI untis that swarmed the player at a given time. The game throwed at you more enemies than wolfsteing did.
Btw, don't takes this as me be contrarian and im standing what the PR guy said.
Out of curiosity what was the game in your example?
My main point is that maybe there's enough processing in the weak cuarrent console CPU's to have impressive AI if developers put the effort in the first place. That is why i gave the example of Halo, that even by today's shooter standards, it has really engaging AI. And that ran on a 700 MHZ single core Celeron processor. XD
So yeah, again something posted on Doomworld
Tiny preview of the soundtrack apparently. It was posted on twitter, but the linked instagram page was removed. I guess someone got it and uploaded it to youtube:
https://www.youtube.com/watch?v=Hb6lRfVvoUA
Mick Gordon
Wow, that sounds a lot like Fear Factory (like, in a good way).
Wow, that sounds a lot like Fear Factory (like, in a good way).
So yeah, again something posted on Doomworld
Tiny preview of the soundtrack apparently. It was posted on twitter, but the linked instagram page was removed. I guess someone got it and uploaded it to youtube:
https://www.youtube.com/watch?v=Hb6lRfVvoUA
Marty Stratton said:But you can go anywhere in that area, you could jump down onto those catwalks, you could go up so it is very Doom I/Doom II-esque in terms of that non-linearity within areas. Trying to figure out, How do I get to that next area? Well, theres a bunch of different places I can go.
Oh woa, that's a nice confirmation. Was wondering where you could go in that level.New interview with Marty Stratton, which included this interesting nugget about the start of the demo:
we use this phrase all the time: Dont take ourselves too seriously! I worked on Doom 3, I love Doom 3, but it took itself pretty seriously. Doom I and Doom II are a bit more outlandish, theyre very comic book, theyre very juvenile almost in their approach. Thats definitely our inspiration for how weve gone with this one.
Read more: http://metro.co.uk/2015/07/02/doom-...ove-blowing-up-barrels-5276385/#ixzz3ekveLnJB
Marty Stratton said:You can use the system to change the way the HUD displays the score, change the way players move in the world, you can make them slower and faster. It's a very open system.
New interview with Marty Stratton, which included this interesting nugget about the start of the demo: