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You have to unlock vehicles I believe through the campaign.
So, here's the thing. If they have access to the N64 source, and can just adapt that to whatever they've made this version in, sure, that wouldn't be too bad, all things considered. But let's pretend they don't. Let's pretend this is a ground-up rewrite with no prior reference, just for fun.
Basic NPC AI, like they have for existing enemies, is easy; move towards the player and shoot. Advanced AI, like the kind for player-replacement in multiplayer game modes? That's always been tough to get right, and while I'm sure there's some good material put out there over the past, oh God, 2 decades to make it easier, it's still a hard task.
The big trick is that decent AI, the kind that can surprise a player, has to make decisions that are good, but not great, and that's distinctly different from most tasks. Most stuff in a game is definite; when a bullet hits a character, reduce that character's damage. Someone collides with a wall, bump off it. Player presses the item button? Use the item. It's not simple, but it's certain.
Certainty is the worst trait for bot AI. Oh, sure, you can build some decision tree which always makes the best choices; always goes for the best weapons available, always runs for healing when it has just enough health left to make it, always avoids your shots and always has its own be perfectly on target. And it'll be awful, because first it'll be too hard, and then the players will inevitably find the predictable pattern that lets them easily kill it every time, and the whole time it'll feel wrong because it doesn't feel real enough.
To be good, your AI need to be uncertain. It needs to dodge in a way which is unpredictable, but not perfect. It needs to act like it doesn't magically know when a powerful item has just spawned in across the level, even though it totally knows. It needs to get blindsided by a new opponent when it's still fighting an earlier one. You need to have one bot that's aggressive, and one that focuses on hoarding items, and one that tries to run ambushes, and those all need to actually be the same basic bot, and they need to be interesting in fighting each other as well as the player, and none should be the best, and you're having to build something that makes those choices when you're not going to be able to tell how it actually feels until it's mostly done and you can't change it until players have already seen it and all you have to do all this are numbers. You have a list of object locations and health levels and weapon values and you need to turn that, moment to moment, into "go here/shoot that" in a way that feels good. You need to make all this happen in a tiny bit of electric rock in someone's house thousands of miles and dozens of weeks away, and with this game, you don't even have the advantage of being able to mostly ignore the 3rd dimension.
Not too much work? Good bot AI is one of the hardest tasks in games development. To all the devs out there that have made a complex game with decent AI, I salute you. (Also, anyone who's made a game, full stop.)