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bots ???


Syko

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The FAQ has some nice questions and answers, but what about BOTS?! Q3A was all about bots...will they leave them in for JKII? From what they're saying about the AI, some bot opponents in a multiplayer game could be pretty cool, and nice to help us get our saber skills up :) If we don't have an answer to this, maybe someone who knows someone could ask? (hint, hint)

 

-Syko

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Originally posted by Sturmgewehr

you seriously wouldn't have bought the game if it hadn't had bots? Are you nucking futs? This is Jedi Knight II we're talking about.

 

I would buy it whatever...but alot of people will only buy it with bots as alot of people cant play mp for some reason or other :).

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Jedi Knotes #3 - December 20, 2001

 

When I started on the multiplayer portion of Jedi Knight II, the single player game was well underway and looking fantastic. The challenge before us was to not only capture the look and feel provided by the single player game, but to bring forth the elements that made net play in the first Jedi Knight a classic. Our small team had a few things easy... The Quake III engine made basic multiplayer is quite easy, and our expert 'bot coder added in our own flavor of computer opponents in a matter of days. We had a great number of resources from the single player game that helped make our multiplayer maps look top-notch.

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Originally posted by simon says

but only if they're any good, can follow u around to ledges, counter ur force powers, etc...otherwise, they'll just be free-points for newbies.

 

 

long piece from Jedi Knotes 6, bold in the part that REALLY applies

 

The "Jedi" AI is another matter altogether. Their AI is totally new and from scratch because their tactics, abilities and motivations are completely separate from those of Stormtroopers. They need to be able to follow you in combat, stick with you as you move and attack as effectively as possible. The path finding here is difficult enough because they need to be able to jump anywhere you do and follow you anywhere. Aside from that, they need to be able to counter all of your non-saber weapons and, in saber to saber combat, they need to read your attacks and respond with counters and/or evasive action (whether it be a block, a dodge, a Force power or some form of acrobatic move). Unlike the original Jedi Knight, you will be fighting lightsaber users on a regular basis after you meet your first one (and, at one point, you even have Jedi allies fight along side you), so we had to put a lot of work making sure they could handle themselves in almost any situation.

 

The Jedi AI also needs to know when to attack and what kinds of attacks to use (including saber throwing and using offensive Force powers). All of this behavior is also tied into their "aggression" level, which ebbs and flows as the battle goes on, much like the lightsaber combat in the movies. So sometimes they'll be more cautious and keep their distance, sometimes even taunting you or turning off their saber, and sometimes they'll be charging at you full steam, being more nonverbally vocal, letting their rage take over and swinging their lightsaber unrelentingly. With the vast array of lightsaber attacks (around 8 for each of the three Lightsaber Combat Styles), defenses (blocks, parries, knockaways), acrobatics and special features (backstabs, flip-attacks, saber-locking, etc.), I have to say that this game has the most movie-like lightsaber battles outside of the movies themselves. The saber-locking feature, especially, adds a whole new dimension to our saber combat. In the films, you'll sometimes see two lightsaber combatants press their lightsabers toward the other, trying to gain ground... often, they'll use the opportunity to trade a line or two. The same happens in our game now, and I think it helps give it a more cinematic feeling without slowing down the pace of the game. The movie fight sequences have a rhythm, they’re not non-stop hack and slash fests. They are choreographed to have a dynamic level of action. The "aggression" AI and saber-locking help the game to get closer to that choreographed feel. The saber-locks, themselves, don’t last very long, and when they do happen, the player has just a few seconds to realize it and win or lose the struggle (there are a few different ways they can be resolved). Then there are all the little touches added to the AI that were implemented to make things like lightsaber fights more enjoyable (such as Stormtroopers not firing on two lightsaber combatants - like at the end of the first Star Wars movie). Overall, the AI in Jedi Outcast is extremely challenging. So much so, in fact, that in the early stages of testing, many people felt it was TOO challenging. One of the most difficult aspects of game development is play balancing the weapons and the AI and Jedi Outcast is no exception. Fortunately, we’ve been able to find the delicate balance between challenging and fun and that balance is a major reason Jedi Outcast is so enjoyable to play.

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I'm glad there are bots because I'm one of those people who can't play because of modem lag and stuff. The game would get boring after I beat SP and have nothing left to do. I'll probably play the game with bots first before I even begin SP... but then again, I never know.

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About this time this year I saw "Jedi Knight 2'' and I'd go oh cool I'll buy that game but rapidly month by month my exitement has been raising and raising so much I'm about to explode!:nut:

As a mtter of fact I'm not feeling so good... :barf:

Voice in head: Adreniline levels reaching critical self-destruct in ten, nine, eight,seven, six, five, four, three, two, one... :explode:

Nooooooo! I won't be able to play it I'm already dead!

Just joking:D I'm not dead!

 

but those bots are going to feel the wraith of my lightsaber:evil1: :saberr:

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