Official : Comm-Link [EN] | Squadron 42 Monthly Report: September 2020

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Star_Citizen

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Squadron 42 Monthly Report: September 2020


This is a cross-post of the report that was recently sent out via the monthly Squadron 42 newsletter. We’re publishing this a second time as a Comm-Link to make it easier for the community to reference back to.

Attention Recruits,

What you are about to read is the latest information on the continuing development of Squadron 42 (SCI des: SQ42).

Thanks to the work of dedicated field agents and operatives, we’ve uncovered information on Vanduul combat at varying distances, creating dynamic lighting to cinematic moments, and work continues on bringing the Xi’an race to life.

The information contained in this communication is extremely sensitive and it is of paramount importance that it does not fall into the wrong hands. Purge all records after reading.

UEE Naval High Command


AI (Combat)



Character Combat kick off the report with their ongoing work on Vanduul and human combat. Vanduul focus was on two of the alien race’s main combat tactics: melee and ranged combat.

Melee utilizes the ‘special attack’ functionality mentioned last month, which allows AI to cache and evaluate the environment to determine which (if any) unique attack is best. Dodging or performing a normal melee attack requires the AI to evaluate how much space is available and decide which animation is best suited. Currently, the team are evaluating which melee attacks to include, with some using body attacks like front kicks or the Vanduul spear. When implemented, the behavior will evaluate which combination of attacks is best for the given scenario. For example, if they want the AI to move back a specific distance from the player and then perform a lance attack, they could create space with a front kick. For ranged attacks, the team ensured the Vanduul can correctly shoot-to-target from any position. This involved setting up ‘aim-poses’ and fire modes for the Vanduul lance.

Regarding realistic human combat, progress was made on accurate ammunition handling. As NPCs won’t have infinite ammo, the behaviors need to account for resources and decide when to attempt to procure more. However, NPCs can deplete their stocks and, should they not have an appropriate melee weapon or the specific set of traits and skills to fight unarmed, may decide that surrender is the best option. The first pass was made, with the team preparing several animation options and embedding surrender in various behaviors. They also added better transitions when exiting and staying in cover under certain conditions.

Visual perception parameters and debug draw were tweaked to allow the designers to better iterate on the values that the AI use to perceive and understand enemies from different distances (and whether the character is in the primary or secondary field-of-view).

Conclusion

WE’LL SEE YOU NEXT MONTH…


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