AI Overhaul | Devlog #12 | Road to Vostok

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  • Опубліковано 9 січ 2025

КОМЕНТАРІ • 432

  • @NitroTom91
    @NitroTom91 6 місяців тому +799

    Let me hear them breathe, having conversations, yelling when shot at and their gear making at least some minor noises. I am just writing my ideas in these videos as I notice anything. I am sure most if not all of that is on your list of thousands of things to do. Thank you for your unparalleled efforts with this mindblowing project.

    • @roadtovostok
      @roadtovostok  6 місяців тому +320

      @@NitroTom91 AI voice acting is definitely part of that second phase later this year :)

    • @pancok_
      @pancok_ 6 місяців тому +78

      @@roadtovostok i know you most likely wont see this but a suggestion that i think would be a great addition would be making the ai model lean more into the gun as in real life when shooting you lean forward but as seen in 0:12 in the video the ai is walking with a completely straight back while aiming and holding the gun, in my personal opinion i think the the model would like 100x better if the top end was leaning forward into the gun like a real person would be when shooting

    • @user-ui5pz5cr1l
      @user-ui5pz5cr1l 6 місяців тому +43

      @@pancok_ that and also when simply wandering, not always having their guns ready would be better I think, like casual patrolling. I feel like they look very static, like robots and not human for now, definitely voice acting will help that but I also think maybe there needs to be animation work idk

    • @KaushalDamania
      @KaushalDamania 6 місяців тому

      You're kinky

    • @Johnsen290Games
      @Johnsen290Games 6 місяців тому +6

      @@user-ui5pz5cr1l they do need more slight or heavy swaying when they have their guns up too, especially if patrolling and hunting

  • @PolnocneGranie
    @PolnocneGranie 6 місяців тому +364

    Just one minor idea and suggestion, because Patrol and Wander aren't really different from player perspective with the NPCs always having their weapons up, maybe have a state where their weapon is casually held down? holstered? So a player if notices an NPC knows if they are patroling and alerted or just casually walking by. Great work so far. Can't wait to buy this game.

    • @Tails2091
      @Tails2091 6 місяців тому +27

      Also keeping weapons raised while indoors where there's no known friendly guard or group.

    • @paparoach007
      @paparoach007 6 місяців тому +10

      In military and/or training terms it's called a low-ready/point and high-ready/point state/stance. Giving the ai this ability would make them look much more humanised and less robotic for sure. Also, there needs to be animations for opening and closing doors in my opinion. They magically open the doors with the power of telekinesis lol and I think it would be better if they could close the doors behind them if they are in a evade or cover state, would love to see that implemented.

    • @jonfletcher4811
      @jonfletcher4811 5 місяців тому

      @@Tails2091 yah as if they could clear houses

  • @leonardosousa297
    @leonardosousa297 6 місяців тому +23

    A thing that would make a big difference is brighter muzzle flashes! Being in a building, and sudenly the room is lit with muzzle flashes is a scary and imersive feeling. And seeing where you're getting shot from would be easyer.
    Plus, supressors would have another function, where AI's shots would be even more masked

  • @thomoski
    @thomoski 6 місяців тому +86

    Being hunted at night time or ambushed in pitch-black buildings is gonna turn this into a horror survival game - would also be nice to see in the future different animations for the movements as well - patrolling has gun slung down at an easy position vs actively hunting the player - could give some good visual indication of an enemy's intentions

    • @Dark__Thoughts
      @Dark__Thoughts 6 місяців тому +2

      Now imagine you're having a night time battle with some bandits when suddenly some actual monster comes along and you hear a bunch of them firing and screaming before it goes silent, and you know it is now just you and it.

  • @SmellsMonochrome
    @SmellsMonochrome 6 місяців тому +129

    Genuinely concerned that this new AI will expose some serious personal skill issues --_-- EXCITED!

    • @TacShooter
      @TacShooter 6 місяців тому

      Yep, I'm gonna get mag-dumped so hard.

    • @SL4PSH0CK
      @SL4PSH0CK 6 місяців тому +4

      can't wait for neck and head eyes 135m behind a bush 😭

    • @alonelychocolatebar1954
      @alonelychocolatebar1954 6 місяців тому +4

      ​@@SL4PSH0CK or the Insurgency Sandstorm approach of a mad man with a Mosin or Makarov, sprinting through door ways and shooting you through key holes. Good times.

  • @mr_pika
    @mr_pika 6 місяців тому +223

    The fact that AI can switch windows to defend is awesome 😮...

    • @SSS333-AAA
      @SSS333-AAA 6 місяців тому +10

      that is basic cover swapping that ai has been using for more than 2 decades

    • @paztwel
      @paztwel 6 місяців тому +6

      ​@@BlindNeOn in other game studios, one person also works on bots, nothing special.

    • @mrrkus
      @mrrkus 6 місяців тому +34

      @@paztwel Yes, one person doing one specific thing, this man is doing the whole game.

    • @FunkyFrag
      @FunkyFrag 6 місяців тому +13

      @@mrrkus The fact that this is developed by one person, with an Engine swap to Godot on the fly, is something I wouldn't believe when I woulnt follow the development of the game. And actually, even with following the development, this just feels unreal. What this man accomplished alone is simple amazing and this man is for sure one of the best devs I've ever seen, and I know a lot of Devs cause I'm in a apprenticeship as Games Programmer.

    • @SSS333-AAA
      @SSS333-AAA 6 місяців тому

      @@BlindNeOn yappinator 6000 official holy guacamole, 1v1 me in fortnite.

  • @OCinneide
    @OCinneide 6 місяців тому +44

    Two small things;
    AI on patrol should have their weapons in a "relax" state and then transition to "on guard" when they detect something.
    When the AI is shooting it might look better if they lower their head to align it with the sights instead of them shoulder firing. Into what I jokingly call the "operator posture". Like if you look at any video of dudes shooting and moving they are nearly hunched over their gun or they have the gun brought up to their head.

  • @TheCarbonade
    @TheCarbonade 6 місяців тому +9

    One thing stalker did extremely well was the feeling of the world being dynamic and alive. It was always really interesting hearing gunshots in the distance and wondering what was going on then investigate and come across a large fight between two of the factions or someone being attacked by mutants. I’m sure you’ve thought about it, but adding elements that reminds the player that they are not the center of the “universe” really adds to keeping the game feeling interesting and fresh

    • @killahasbigrpk8711
      @killahasbigrpk8711 4 місяці тому

      what would optimally be nice is seeing more variety in encounters between factions hostile to eachother, different than the standard “shoot on site” we pretty much always see play out. Negotiations, ambushes, captures, warnings or even betrayal could be really interesting. However I understand that’s a difficult system to implement as a single dev, let alone improve on it so drastically

  • @jkull173
    @jkull173 6 місяців тому +43

    It would be cool if the AI moved their heads around more, having them hyper focused without looking around is a bit jarring. This is such an exciting project!

    • @user-eq2fp6jw4g
      @user-eq2fp6jw4g 4 місяці тому +1

      Yep. Thou assuming those NPC model movements will be fine tuned later on. Thou it kinda looks cringe ofc atm :D

  • @TacShooter
    @TacShooter 6 місяців тому +64

    Been looking forward to this for two days. :D

  • @PeculiarTendencies
    @PeculiarTendencies 6 місяців тому +4

    One thing that I will say, and I haven't watch all of this yet, is that as a military veteran I have some suggestions that may not only make your animations look better but also (maybe) make it easier.
    It takes a lot of training to both move and shoot at the same time, and most people will not do "mobile shooting" unless they are moving in very close quarters. It would be more realistic for a character to focus on rushing somewhere that they have cover, where they would also have good aiming stability. In a real firefight, when things kick off, the first thing on your mind is where bullets are coming from. The second thought is what protection you can put between yourself and those bullets. I think that if you could accomplish that, firefights would not only be more engaging (because you have to track where people are going) but also a bit more challenging (if you don't pay attention you might get surprised or flanked).
    My second comment is the animation differences between how a trained and untrained firearms user treats their firearm. A trained person might look more rigid due to "firearms discipline". An untrained person will move with less care, and may not have their weapon "on target" as often as they should. In what I have seen since I have left the military, many untrained (even some poorly trained) people are not as careful with their footsteps and they don't pay much thought about muzzle discipline. Untrained people also tend to focus more on "not getting shot" than "neutralizing the threat". Side note here that characters need to have an "out of combat" stance. Nobody walks around with their rifle shouldered unless they are in combat; you should have some animations where the character is at the low-ready.
    A trained soldier moves slowly, choosing cover that gives a favorable approach and they (rarely) face away from where the enemy is. They are much less likely to walk like the character did at 3:29. This walking animation would leave the shooter exposed and their firing stance would be incredibly unstable; a side not here is that the animation looks as awkward as it would be to do in real life. A huge recommendation here is for enemies to "side-step", while they face the player rather than turning their entire upper body. The only time I have seen someone do this in real life is when they are falling back to cover and need to deliver suppressing fire.
    The final thing that I will say is that we had some sayings in my unit, and one of them stands out here. "Get Mobile"; if you are sitting somewhere and shooting for too long you are going to get shot. Don't linger around. If you are done exchanging bullets and can move to better cover, then do it. Never stay in one place for too long.

  • @rapamune
    @rapamune 6 місяців тому +45

    A wild idea: giving AI the capability to react to non-fatal jump scares by throwing them selves to the ground (left, right, towards a hiding spot). Attributes to AI that act on RNG. e.g. bravery that trigger on events such as X-number of visible comrades in the vicinity with the potential for surrender etc.

    • @Yoogerman
      @Yoogerman 6 місяців тому +2

      This would certainly add an interesting twist to a combat scenario.

    • @SL4PSH0CK
      @SL4PSH0CK 6 місяців тому +1

      Yea strength in numbers

  • @coleslaw5247
    @coleslaw5247 6 місяців тому +41

    Would love to see some kind of "skill level" stat that dictates stuff like starting gear, accuracy, awareness, and frequency and type of fire. Low skill level enemies would be worse at handling weapons, but they'd also be more unpredictable due to a lack of discipline. For example, while a highly skilled soldier may fire an automatic weapon in controlled bursts, a low-skilled bandit may choose to unload their entire magazine towards whatever they're shooting at.

    • @crristox
      @crristox 6 місяців тому

      I've always thought about something like this. Maybe even change the way they move too. Bandits stances/crouching/engaging fights in non structural ways and easily loosing composure, while soldiers performing war tactics (see The Paint Explainer video for reference) and moving in more structured ways while keeping composure.

  • @arattactician5697
    @arattactician5697 6 місяців тому +11

    Seeing and especially hearing them walk around in the dark reminds me of Stalker, night time in those games was terrifying. I feel like there are very few games that really nail the feel of the elements, whether it be night time, windy, calm, a blizzard or rainy, it's a lot of the time ended up feeling very superficial. I think the GAMMA mod pack for Stalker Anomaly is the most recent to get it right that I've played, at least some of it. Just walking in a storm, wiping my goggles while looking for some package in the truck cemetery was some of the most immersive stuff I've experienced in an FPS while doing basically the most boring type of quest.
    I really hope you can take the AI and environments and make them as immersive as they can be, not that none of the other aspects matter but I do think those two are some of the most important ones to get right.
    Watching these devlogs has been very interesting and I find your dedication and effort extremely admirable. Great work so far!

  • @paulrv6024
    @paulrv6024 6 місяців тому +6

    An idea: there should be another state to the behavior tree, something like "resting" or "waiting", where the AI sits down/leans against a wall and somewhat put their weapon down or away, and when alerted they could scramble to take their weapon out and get ready. This would let the player know if they have gotten detected if they are playing the stealth playstyle. I also think it would make the AI look less robotic and systematic and more human and like they live in the world.

  • @IanClark-d4n
    @IanClark-d4n 6 місяців тому +26

    I'm sure you have already thought of this but what if the Wander behavior had the AI using a low-ready stance? Just so they look more relaxed than a patrol would. Love the progress, you're doing a fantastic job and I can't wait to see and play more!

  • @tonycezar1645
    @tonycezar1645 6 місяців тому +8

    Very elegant solution with those different types of AI waypoints, looking at the system looks really simple, but the game test shows how well and unpredictable they behave. Amazing work as usual

  • @legendof10lights
    @legendof10lights 6 місяців тому +9

    Recently started learning godot, mainly because of your vids, and it actually works out for me.

    • @wiktorwektor123
      @wiktorwektor123 6 місяців тому +6

      Great, now you can see and hear what's possible with this tiny (compared to Unity and Unreal) engine that is also completely free and open source.

  • @DoubleDoubleU
    @DoubleDoubleU 6 місяців тому +2

    Very intersting video as always! I cannot imagine how much work all this is. Much respect!
    I'd like to make some suggestions for things that I think should be changed.
    1. AI: I think the NPCs shouldn't have their gun always up when patroling. It feels kinda unrealistic.
    2. Walking: at 14:39 when walking through the house the movement animation and footstep sound give the impression that the player makes giant steps considering the movement speed. I think especially when aiming down sights, the steps should "be shorter" and more frequent in order to stabilize the player's arms like in real life.
    3. MP7: I think you should change the MP7 model to one where the stock is pulled out. I have never seen anyone using this gun with the stock not pulled out. This is also probably the reason why you positioned this gun so close to the camera but because of this it appears much to big on screen. This is a PDW after all so it's actually rather small. I think the gun is also positioned too high relative to the camera which results in the holo sight being above the eyes which also doesn't really make much sense considering the height of the gun.
    Anyway, good luck on the project! I am looking forward to the next devlog! :)

  • @keatonwastaken
    @keatonwastaken 6 місяців тому +66

    Here are some things that I would definitely suggest to make AI feel livelier:
    Making the AI groups react to deaths of their friends, maybe they sometimes get angry, causing them to run to you aggressively, maybe sometimes it makes them scared, causing them to try running to cover or maybe they could even surrender? But besides that, it would be especially cool if they vocally reacted to their friends' deaths as well, maybe calling out a random name given to their friend?
    Making them fight each other off-screen is also an interesting idea in my opinion, it is a very good trick to make the world feel more alive outside of around you by simulating gunshots and such, and there are many ways to make it run efficiently, like by just faking the incidents and just placing dead units in random zones with wounds and half-taken gear or by using simplified combat mechanics off-screen somehow.
    It would also be very cool if they also had different animations like stumbling and reactions depending on injuries too, but that is probably already in the plans. :)
    Waiting patiently for the game, you keep impressing with everything you do brother, you are an inspiration!

    • @Eternal_Motion1
      @Eternal_Motion1 6 місяців тому +4

      I remember in Far Cry 2, enemies could be wounded and their buddies would try to drag them to safety, I love stuff like that

    • @MichielDeSnuyter
      @MichielDeSnuyter 6 місяців тому +1

      I've been playing SPT-Aki using SAIN (AI overhaul mod), and man the AI is absolutely insane.

    • @keatonwastaken
      @keatonwastaken 6 місяців тому

      @@MichielDeSnuyter The "enemies fight off screen" idea is straight from SPT for me lol, I've always found it cool when I heard bunch of gunshots and explosions away from me, then I would go nearby and see a bunch of half-looted dead bodies.
      Made the game feel so alive.

    • @Johnsen290Games
      @Johnsen290Games 5 місяців тому

      @@keatonwastaken that will be the case with audio events, not only by sounds but you will see it reflect the game world, seen on the previous devlog

    • @keatonwastaken
      @keatonwastaken 5 місяців тому +1

      @@Johnsen290Games Great to know!

  • @chrismorel2576
    @chrismorel2576 6 місяців тому +1

    The rag dolls look (sickeningly) great. I think having a chance to have them survive for a moment and beg for help / call out to allies would add an exciting layer to it. Especially if that is triggered by the player only hitting the enemy in the legs and arms, so the player understands there would be a reason for the enemy to be bleeding out if they don't aim well

  • @Yoogerman
    @Yoogerman 6 місяців тому +4

    I think it would be very interesting to see the enemy AI clutch at a wound when they fall on the ground before they die. Perhaps curl up into a ball if shot in the gut with their hands holding the injured region or if shot in the leg the AI will fall on the ground with their leg held by their hands.

  • @discordinmymind6565
    @discordinmymind6565 6 місяців тому +4

    Its a treat to see this game progress, thanks for all your hard work man!

  • @kerbaman5125
    @kerbaman5125 6 місяців тому +10

    That looks great, especially the gameplay. Can't wait to try it out!
    A few suggestions: (I'm no expert, just things I noticed)
    - when your dynamic spine is recoiling, the head moves back with it, which doesn't really look right - I think the AI should compensate for the spine movement with downwards head movement
    - the ragdolls look much better, but a way to improve it (perhaps easily, depending on how you wrote the code) would be to sometimes spread the ragdolling: ie if the AI dies to a shot in the gut or arms or legs, nearby joints should start ragdolling, but the AI should still try to perform an action even as other joints randomly start ragdolling (how fast this happens can depend on how much below 0 health the shot took the AI - if it's just barely, then the AI might still get a good shot off while collapsing in the few seconds it takes to "die")
    Not sure if that's in the scope of the project but would be cool to see.

    • @kepleda
      @kepleda 6 місяців тому

      How would someone in real life compensate for getting shot? It happens so quickly and it is so shocking that i do not see it happening. So it wouldn't be that realistic, right?

    • @kerbaman5125
      @kerbaman5125 6 місяців тому +3

      @@kepleda there are countless examples of gunshot wounds being ignored for a while throughout history. You can read many accounts of combat/shootings where they say "I didn't even realize I was shot". Most clear & consistent example of this was in the Philippines, which led to the US adopting a larger handgun caliber (ie more "over-damage" in game terms)

  • @ljr72
    @ljr72 6 місяців тому +4

    This looks amazing, can't wait for it to come out. This has almost certain been suggested, but I hope you add vaulting and climbing (not just ladders) also to he game.

  • @b.s.7693
    @b.s.7693 6 місяців тому +7

    Imagine a game studio with hundred people skilled and talented like him... What they could possible achieve 😮

  • @izafas
    @izafas 6 місяців тому +10

    Looking great, would love to see them standing around unaware or doing something other than walking around pointing their gun. Awesome to see the debug stuff.

  • @the_tactical_shooter
    @the_tactical_shooter 6 місяців тому +2

    Great work, I would like to say, idle animations for enemy npcs have often been over looked, some very intricate animations while enemy is idle would be a breath of fresh air

  • @ahmettahaaltug
    @ahmettahaaltug 6 місяців тому +5

    Your work style is amazing man, I can't wait for it to be finished.

  • @vvas4203
    @vvas4203 6 місяців тому +4

    I really like the work you put into the game. There have been several failed attempts to make a game like this, but only you got to this advanced stage, glad you didnt gave up. I think that this game will be up for a longtime because of moders and great gameplay atmosphere, keep it up!!!

  • @BreakBackReality
    @BreakBackReality 6 місяців тому +1

    7:27 IMHO The characters lack upper body movement, they look like they are hypnotized. Anyway your project is awesome and the progress is impressive! Good Luck, man!

  • @Dadwar_Real
    @Dadwar_Real 6 місяців тому +3

    the game is coming together so nice, amazing work

  • @oikoj7869
    @oikoj7869 6 місяців тому +3

    I hope that different types of AI will react and fight differently, for exemple regular bandits will fight in a unorganized fashion but veteran soldiers manage to flank and encircle you and can predict your actions if you fight predictably.

  • @houghwhite411
    @houghwhite411 6 місяців тому +6

    For me, AI is the part where it makes or breaks the game. Thank you for sharing your knowledge

  • @johngloqc
    @johngloqc 6 місяців тому +5

    You're a master dev buddy. Keep going man!!!

  • @Cadgamm
    @Cadgamm 6 місяців тому +7

    I've been waiting
    so long for this!

  • @enterthe500
    @enterthe500 6 місяців тому +5

    It feels very dynamic, it's amazing

  • @StarTrekBro
    @StarTrekBro 6 місяців тому +9

    Love watching the process! Amazing work!

  • @futureradius
    @futureradius 6 місяців тому +1

    the way the flashlights and head lamps work, with the super crisp cone of light and around it pitch black darkness looks so nostalgic, a bit like half life 2! Such a nice and visually clear look, i really like it. No fuzz, no noise, no blur, just crisp

  • @VaunaKiller
    @VaunaKiller 6 місяців тому +3

    Enemies should turn off flashlights once they've spotted a player and shooting started. Otherwise they are sitting ducks, reminiscent of S.T.A.L.K.E.R npcs - these guys are cool at times with GOAP driving them, but the lights just kill all the vibe.
    It still makes sense for them to use it situationally (e.g. clearing enclosed spaces, but not in the open), or based on level of "expirence" they have (rookies might do stupid things).
    Anyway, game looks great

  • @samghost13
    @samghost13 6 місяців тому +3

    I am a fan since the start. I wish you all the best for your project! Keep on the good work. Thank you Sir

  • @SedrikGSX
    @SedrikGSX 6 місяців тому +1

    Every day I hope this amazing dev had posted an update log. Today is a good day.
    Can't wait to try the next demo!!

  • @freshglizzy3763
    @freshglizzy3763 6 місяців тому +2

    its really impressive what years of dedication and talent can make. Great progress

  • @alexwilliamson1441
    @alexwilliamson1441 6 місяців тому +3

    Awesome, I was wondering what the latest was yesterday - and here we are! Keep up the great work

  • @luisanubis9789
    @luisanubis9789 6 місяців тому +10

    Lo bueno esta por llegar!!!😎

  • @tamezyk
    @tamezyk 6 місяців тому +2

    Хорошее видео. Радует, что проект развивается. Приятно видеть нововведения в игру, которые сделают геймплей ещё более интересней.

  • @ARCHIVED-i3i
    @ARCHIVED-i3i 6 місяців тому +9

    The level of craftsmanship and effort that you have put into this AI is nothing short of incredible! The second and 3rd AI showcases especially hooked me. Can't wait to see this game finished!
    PS: Just have a random idea for the game, what if the AI could try to predict your ambushes? Like if you were running away from one and tucked away beside a door, maybe the AI could try and randomly pick one side to look when it enters through the door.

    • @JediEdi
      @JediEdi 6 місяців тому +7

      Absolutely. Checking the perimeter, flanking, pre-firing, lobbing grenades and maybe even avoiding locations where their brothers-in-arms have recently died would work miracles against camping, like it did in Trepang 2, and FEAR too of course

  • @DragonDev22
    @DragonDev22 4 місяці тому +1

    i love the ai systems so far, but they seem to turn very fast when following the paths so having some randomness, or damping, slight deviation from the path, would make them seem like actual players and not like robots. keep up the great work :D

  • @IvoDzalba
    @IvoDzalba 6 місяців тому +2

    bro i can't wait, this will def be the best game of the year when it comes out

  • @MainFrameGamerz
    @MainFrameGamerz 6 місяців тому +16

    Can't wait, twiddles thumbs 😏

  • @sounknownkid5949
    @sounknownkid5949 6 місяців тому +2

    Happy day when a new devlog comes out

  • @filipmokrejs3611
    @filipmokrejs3611 6 місяців тому +1

    The ai was my biggest gripe with the last demo. And from the looks of this devlog it will be my favourite feature. Looks amazing with the hiding and evading behaviours

  • @realjames1
    @realjames1 2 місяці тому

    Something people might miss with these is that not only is he making insane progress, but that he is also putting time into the production of these devlogs to be as clear as possible which is insane. Fantastic work as always

  • @tatepayton7368
    @tatepayton7368 6 місяців тому +2

    As a suggestion you could make the AI's transition between states, specifically combat and evade, slower so as to make their decision times slower making them appear more human. Otherwise, they look like they have every square inch of the map memorized and know the best places to hide in an instant. Even if having them be familiar with the area is intended, just making them react slower would make them more believable.

  • @misumena
    @misumena 6 місяців тому +14

    Could you make AI lean when peaking like the player does? I'm sure you already thought about this but just wanted to throw it out there

  • @tjyuffo
    @tjyuffo 6 місяців тому +2

    One thing to make the ragdolls more diverse is to add some stiffness to the legs and torso if they are shot everywhere except the head. This way it looks like they are hammered by bullets and go down slowly. Idk if that is possible in godot or if you need to write a custom plugin or something for it, it's just a little flair to the ragdolls :)

  • @_gamma.
    @_gamma. 6 місяців тому +1

    The headlamp footage was excellent, would make for a nice trailer!

  • @gamecoder77
    @gamecoder77 6 місяців тому +6

    Its not just a game. its a game changer. for a game engine like Godot. Man you will be remembered !! Good Luck !!

    • @woosh_hunter
      @woosh_hunter 6 місяців тому +2

      This game will possibly become one of the crown jewels of Godot.

  • @wolfenstein6676
    @wolfenstein6676 6 місяців тому +1

    Excellent bot manoeuvering 11:03, the entire A.I. setup looks great.

  • @gargboil
    @gargboil 6 місяців тому +3

    incredible sound design 😀

  • @andyp123456
    @andyp123456 6 місяців тому +1

    This is looking a lot better than the public demo. Amazing work!
    Do the AI flank the player at all? It was a long time ago, so my memory of the game was probably way better than it actually was, but I swear the AI in Vietcong on PC was extremely sneaky in that it would flank and ambush a lot, and since the environment was the humid jungles of Vietnam, I would often get caught off guard if I didn't play carefully enough. Was a blast in coop.

  • @bobjones6154
    @bobjones6154 6 місяців тому +1

    Wow. Dude this is so cool. I have 10+ hours in the demo, i cant wait for this to be released. I kept thinking (while also thinking damn this is cool) that this is what tarkov could have been, if they put more work into the scav ai.
    Just some thoughts; i thino audio is going to be super important in this game, for immersion, so maybe some better player character audio (like injuries etc) as well as some really good ai audio, would make this game freaking amazing. You could have some great super angry/aggressive vpice lines for the ai as they assault to really kick up the tension. Also some calling out to each other as they manoeuvre, that would be cool. I think you've probably already thought of all of this.
    Way to go dude

  • @mieciotherock5131
    @mieciotherock5131 6 місяців тому +1

    awesome work man! One thing i would personally change is making it, that durring the walk cycle in the wander faze, the character could be a bit more hunched over? That or making them put their gun into the low ready stance. I am not sure if i explained that correctly, but IMO it would be a bit better. But overall amazing work, i am glad to see that this projecr is growing. Also seeing the AI around the fire looks dope.

  • @zerberus_ms
    @zerberus_ms 6 місяців тому +14

    Great progress!
    One tiny thing though, why is the collider of the head - a box collider?
    A sphere is closer shape-wise and is more optimized because under the hood, it just checks proximity to a point, and not trying to check if something is within a certain zone (at least that's how it is in Unity).

    • @roadtovostok
      @roadtovostok  6 місяців тому +28

      @@zerberus_ms There's actually 3 different colliders for head: box (ragdoll), sphere (hitbox), sphere (sensor related), so the box was just probably the most eye catching of these, but the rest of them are there also :)

    • @zerberus_ms
      @zerberus_ms 6 місяців тому +3

      @@roadtovostok Thank you for the explanation!

  • @jjforcebreaker
    @jjforcebreaker 6 місяців тому +1

    AI will be a crucial factor, all things considered. Looking very promising, good luck and keep up the good work!

  • @mrdee827
    @mrdee827 6 місяців тому +1

    Amazing progress 🤯 the AI looks genuinely terrifying to fight

  • @СергійФлорінський
    @СергійФлорінський 5 місяців тому

    I've been tracking your progress since you posted very first videos on the Unity. Nothing comes close to mind how to describe your progress on the game as - "Razor Sharp Blade Dedication". Explicitly committed to the project. Groundbreaking Indie dev quality rivals AAA game studios on the engine Godot that are most known for 2d projects. Absolutely amazing, thank you.

  • @danielg.5297
    @danielg.5297 4 місяці тому

    After watching a few of these videos and played the demo for a solid 10 hours, I can honestly say I am really looking forward to the production and the final elements of this game. The features, quality of life, gameplay, and mechanics are VERY well optimized for a demo. With the majority of game developers nowadays releasing half-assed Early access games that will never reach 1.0, or simply to abuse their acquired taste with customers and legal status in benefits to their "Production", this game sticks out in my book as BETTER.
    Definitely going to keep tabs on this, super excited for how you shape this game into something above other developers. Keep it up

  • @NoahBoner
    @NoahBoner 4 місяці тому

    This is a big change. Glad to see the AI get reworked. But.. they still seem just so rigid. Gun is always up, the path they take is extremely direct. Still a MASSIVE improvement. Keep up the amazing work

  • @SoLow64
    @SoLow64 6 місяців тому +4

    Awesome work so far!
    I was just wondering, would you consider adding a tiny chance of AI paranoia or something of the like?
    Example: Guard is patrolling, but has a very small chance of getting startled by ambient noise and investigate randomly, even without being aware of the player. (or something similar)
    I realise this may be a rabbit hole feature, though!
    In any case, I wish you all the best in this venture and can't wait for more updates!

  • @ImDenny_
    @ImDenny_ 6 місяців тому +1

    Love the work, as always.

  • @bocikstudio
    @bocikstudio 6 місяців тому +1

    Nicely done, keep up a good work!

  • @jonfletcher4811
    @jonfletcher4811 5 місяців тому +1

    A few problems and ideas:
    1. The ai are not exactly good shots, and the player can confidently get away with peeking them a lot, however, this does not mean they should become crack shots.
    2. The ai can see you across the map log before you can see them, so maybe they should be on some kind of of timer that denotes how long they have to see you in order to notice them, and this timer can be dynamic according to range.
    3. if they enter a house, they should have a clearing of sorts behavior just in case the player is in the house, and maybe the more experienced ai could do this with each other
    4. The ai always have their guns up, which is not exactly accurate, they should have ready positions
    5. Why not let them lean? Especially the more experienced ai in the harder zones
    6. The behaviors don't exactly line up to real combat, you would never rush someone like the attack mode without having either cover fire or concealment, however the ai displayed are not exactly trained soldiers, so it makes sense for them but not for the ai in the later zones
    7. Make the ai in the later zones different from the ones in the earlier, make them not only better shots, but also better trained, this will add to the fidelity of the game. Also make the ai fight each other randomly, make them plans things, even communicate. This game seems to be the kind where the world does not revolve around you, so make it that way.
    (To the dev) You have probably thought of most if not all of these things already, but hopefully I touched on some points you haven't thought up. ❤

    • @OperatorMax1993
      @OperatorMax1993 4 місяці тому

      The dev (Antti) has mentioned an interesting system of how the AI will spot others. By some kind of colour recognition system (so depending on your location, stance and clothes the AI will "scan" what they see, and if a certain colour passes through a threshold that will determine if they spotted someone)

  • @ThePathIntoTheAbyss
    @ThePathIntoTheAbyss 6 місяців тому +8

    Looking Great Brother!
    Try incorporate some strafe walking animations, since so much spine rotation can look a little funny.
    Greetings from Argentina!

  • @riamuyumemi869
    @riamuyumemi869 6 місяців тому +1

    you should make a idle or low ready animation for the ai for when theyre not aware if theres any threat nearby. would be cool

  • @Tea_Bro
    @Tea_Bro 6 місяців тому +1

    You're real hero bro👍Awesome work!!!

  • @counterstrikelord
    @counterstrikelord 6 місяців тому

    I love the way you render the sights

  • @exekutioner
    @exekutioner 6 місяців тому +1

    Espectacular, espero que salga pronto♥

  • @Retro-Calico
    @Retro-Calico 6 місяців тому

    Truly amazing what you've managed to accomplish solo with this, been following the project for a while now and am so excited to see what more you come up with mate.
    Best of luck 👍

  • @elite_astro2820
    @elite_astro2820 6 місяців тому +2

    Idk how doable it is for you but I think that It would be cool when sometimes AI enemies would be shot and then would be in the "dying stage" they could shout out something like "Fuck it hurts", "I don't want to die" etc.

  • @hldfgjsjbd
    @hldfgjsjbd 6 місяців тому

    Dev videos is what keeps me going

  • @in-craig-ible6160
    @in-craig-ible6160 6 місяців тому +2

    Looking really good!

  • @chrismorel2576
    @chrismorel2576 6 місяців тому

    I think seeing the different decisions dependent on an enemy's aggression will make this feel amazingly strategic. Halo had a similar approach to its enemies, allowing different types of enemies to have different behaviors. If this game allows shotgun enemies to choose more aggressive decisions than sniper and pistol enemies, it would open up room for interesting player strategy to determine how to take out the enemies

  • @onionknight249
    @onionknight249 6 місяців тому +1

    The gameplay is intense!!

  • @felixmuller8171
    @felixmuller8171 6 місяців тому

    I love to see the improvements this game makes with every video. It’s so cool. You are making a very good game. Keep up the good work. 😁

  • @EeVeE3D
    @EeVeE3D 6 місяців тому

    This game's progress is really amazing ...learning somany new things...great inspiration for all Game developers...

  • @Kkvta
    @Kkvta 4 місяці тому

    My most anticipated game atm, great job dude.

  • @apathypeace
    @apathypeace 4 місяці тому

    For a foundation to build on this system looks very promising, looking forward to the future for this game. and can I just add, thank god you're making this a single player game the world needs less focus on 'multiplayer extraction looter-shooters'

  • @アドチ
    @アドチ 6 місяців тому +1

    amazing! im also starting on my own journey to make an fps. you are an inspiration!

  • @flowerbugler
    @flowerbugler 5 місяців тому

    So exciting to see each update and how far along the game has gotten. Truly awesome and inspiring stuff❤. Gonna be picking this up Day 1 no hesitation. Thank you for all the updates! The Godot engine is looking clean.🎉🎉

  • @skope2055
    @skope2055 6 місяців тому +1

    Beautiful stuff!

  • @branidev
    @branidev 6 місяців тому +1

    another brilliant video, this AI is almost triple A quality where in many huge studios AI sucks and you are one man army doing this stunning work... and all of that in GODOT just wow, all hats down in front of you!

  • @PorkSKing
    @PorkSKing 6 місяців тому +1

    Amazing, love your work!!

  • @chrismorel2576
    @chrismorel2576 6 місяців тому

    The time to kill is so quick that players might not notice all the incredible work going on with the AI. Having the enemies say what they are doing and planning to do (like in the game F.E.A.R) would help the players appreciate the thoughtful decisions that the AI is making.

  • @Even-Steven
    @Even-Steven 6 місяців тому +1

    Looking great! I really like the AI work so far. 👍Will the enemy react to audio cues and footsteps? I could imagine throwing an object somewhere to distract an enemy and take advantageous first shots as well.

  • @komakon
    @komakon 5 місяців тому

    this looks so awesome, fantastic work!

  • @phrozac
    @phrozac 6 місяців тому

    Looking good, man! Keep it coming :)

  • @birdsview8663
    @birdsview8663 6 місяців тому +2

    Anyone any idea of release date ? so Excited
    Some great work being put in to this game !

  • @pavelstoikov3780
    @pavelstoikov3780 6 місяців тому +1

    good work man !

  • @RodrigoNunes-pc6lt
    @RodrigoNunes-pc6lt 6 місяців тому

    Keep doing this great job man!