To Haggard Games I'm a huge fan of the death to spies series and I have a huge amount of respect for you guys. I've got a few questions for the developers of the game. I'd really appreciate if you could answer some of these questions. How long do you think this game is going to take to release? In regards to Alekhine's gun, are you going to use this game to improve upon the areas where that game fell short or directly take inspiration from the first two death to spies games? Are the maps going to be gigantic or smaller and more focused? Will vehicles be returning? In regards to difficulty, will there be a mode more accomodating for beginners or will this game embody the high difficulty of the first two games? Will levels be entirely made up of armed soldiers or will civilians (and their clothing) be a major part of the game? I think one of the most interesting parts of Alekhine's gun was that some levels had a more WWII style early on which changed to a Cold War style. Will this game involve a similar time period or exclusively be set in WWII? Sorry if this is too much questions, but I'm very curious. I look forward to playing this game and throwing knives at nazis.
1. No information on dates yet. Game is still in early development. 2. I guess it will be more look like the first two games. 3. Not small, but not gigantic either. Comparable in size with first games. 4. It's possible. Have such plans, but currently vehicles is on low priority against other tasks. 5. Yes. High difficulty like Dts:Mot. But ofcourse, there will be casual game mode for beginners. 6. Sure, there will be civilians. And civilian type levels. 7. It will be in WW2 period.
I just love this game. I can't wait for it to be finished. Death to spies is a very good game that is difficult even on easy mode for beginners. I love that you have to think and watch every next step. Alekhine's gun is also good, but I hope that there will also be drivable vehicles in the game. I wish you all the best, greetings from BaH
When you have the IfSee bullet position and output a child pin, do that output come before the other output above? When the player shoot, and the bullet hit something within the max distance from the AI, they react to it by the impact sound from the nodes connected to the child first from the looks of it right? Then from the sequence node and success you set the minimum distance the AI has to be from the impact of the bullet to react with a scared animation, and that is because the AI now saw the impact and not just hearing it?! Then when the AI hear it, then turn around and see it. The AI will then start looking for the causer of the bullet (the player that shoot at the AI) And from there you can make the AI either move and search the area from were the bullet was shoot from based on the impact, or the sound of the weapon fire if it is closer then the minimum distance right? But if the NPC can hear the weapon fire and the bullet impact at the same time, how would you make it so the AI only turns to the impact location and then right away turn to the shooter location to start search or fire at the player is the player is in sight? M8! I have commented on the discord, because i want this AI system so bad... It looks just like what i have been talking about to devs and programmers i know for creating FPS/shooter game AI now for a LOOOOONG time.... 😍
You usually control priority of the events by weight. In utility ai terms weight can not only be value, but for example curve. Like distance curve. And for example, if you shoot weapon really close to the npc it will react to sound first, but if you shoot from the far - it can react to the bullet hit. Also there can be reaction cooldown, like if the two events came at the same time, but reaction to the shot sound is like 0.5 seconds after it was heard, the bullet hit reaction can execute first.
a man would there be anyway to show us a code tutorial on how to make AI bark /speak during situations to make it more life like i been trying to search for this stuff and can't warbox ai has the bark battlefield and tons of other games even gtav the AI have a bark and i can not figure it out
@@HaggardGames Looks like a way of visual coding i'd love to do for AI ( Not a fan of standarad behavior trees ) Hope to see it release one day, i'd love to use it!
Amazing, one doesn't really think about how much work is poured into something so basic as a npc reacting to a bullet, there is so much work involved!
To Haggard Games
I'm a huge fan of the death to spies series and I have a huge amount of respect for you guys. I've got a few questions for the developers of the game. I'd really appreciate if you could answer some of these questions.
How long do you think this game is going to take to release?
In regards to Alekhine's gun, are you going to use this game to improve upon the areas where that game fell short or directly take inspiration from the first two death to spies games?
Are the maps going to be gigantic or smaller and more focused?
Will vehicles be returning?
In regards to difficulty, will there be a mode more accomodating for beginners or will this game embody the high difficulty of the first two games?
Will levels be entirely made up of armed soldiers or will civilians (and their clothing) be a major part of the game?
I think one of the most interesting parts of Alekhine's gun was that some levels had a more WWII style early on which changed to a Cold War style. Will this game involve a similar time period or exclusively be set in WWII?
Sorry if this is too much questions, but I'm very curious. I look forward to playing this game and throwing knives at nazis.
1. No information on dates yet. Game is still in early development.
2. I guess it will be more look like the first two games.
3. Not small, but not gigantic either. Comparable in size with first games.
4. It's possible. Have such plans, but currently vehicles is on low priority against other tasks.
5. Yes. High difficulty like Dts:Mot. But ofcourse, there will be casual game mode for beginners.
6. Sure, there will be civilians. And civilian type levels.
7. It will be in WW2 period.
@@HaggardGames Thank you so much for your response. You guys are awesome. I can't wait to play your game when it's released.
I just love this game. I can't wait for it to be finished.
Death to spies is a very good game that is difficult even on easy mode for beginners.
I love that you have to think and watch every next step.
Alekhine's gun is also good, but I hope that there will also be drivable vehicles in the game.
I wish you all the best, greetings from BaH
Спасибо большое за видео
Отлично выглядит
Just got into utility AI. thx for showcasing.
Ребята вы крутые)))
Пацаны, очень классно. Сориентируйте хотя бы приблизительно в каком году релиз? ))
Пока к сожалению рано еще говорить о релизе.
Can not wait to play the demo.
Whatever AI tool your using in this is looks phenomenal
Привет! Желаю вам удачи в разработке игры!!!!!!!!!
Спасибо за видео,очень круто!!) ждём релиз👌🏻
Hi, I love your work! One question, the characters movement are locomotion system or rootmotion system?
Locomotion.
@@HaggardGames Ok! Thanks for answering!
Well, what we can learn from this is that in a first for the Death to Spies series, equippable meshes (in this case helmets) can be shot off.
Please keep the death to spies method of knife throwing that required skill and not the lock on style in Alekhine's Gun, looking great so far
When you have the IfSee bullet position and output a child pin, do that output come before the other output above?
When the player shoot, and the bullet hit something within the max distance from the AI, they react to it by the impact sound from the nodes connected to the child first from the looks of it right?
Then from the sequence node and success you set the minimum distance the AI has to be from the impact of the bullet to react with a scared animation, and that is because the AI now saw the impact and not just hearing it?!
Then when the AI hear it, then turn around and see it. The AI will then start looking for the causer of the bullet (the player that shoot at the AI) And from there you can make the AI either move and search the area from were the bullet was shoot from based on the impact, or the sound of the weapon fire if it is closer then the minimum distance right?
But if the NPC can hear the weapon fire and the bullet impact at the same time, how would you make it so the AI only turns to the impact location and then right away turn to the shooter location to start search or fire at the player is the player is in sight?
M8! I have commented on the discord, because i want this AI system so bad... It looks just like what i have been talking about to devs and programmers i know for creating FPS/shooter game AI now for a LOOOOONG time.... 😍
You usually control priority of the events by weight. In utility ai terms weight can not only be value, but for example curve. Like distance curve. And for example, if you shoot weapon really close to the npc it will react to sound first, but if you shoot from the far - it can react to the bullet hit. Also there can be reaction cooldown, like if the two events came at the same time, but reaction to the shot sound is like 0.5 seconds after it was heard, the bullet hit reaction can execute first.
Unreal Engine kicks ASS!
На каком движке была сделана смерть шпионам момент истины? По мне тот движок лучше подходит к теме про шпионов во вторую мировую войну.
Все предыдущие игры делались на движке собственной разработки.
Выглядит интересно. А что это за блюпринт Utility AI? Есть какой-то плагин или сами написали на C++? В документациях ничего не нашел похожего)
Это самописанное на C++.
@@HaggardGames Респект. спасибо)
a man would there be anyway to show us a code tutorial on how to make AI bark /speak during situations to make it more life like i been trying to search for this stuff and can't warbox ai has the bark battlefield and tons of other games even gtav the AI have a bark and i can not figure it out
Will this Utility be sold on the marketplace or will you keep it private?
Maybe. But not in near future. It's not ready for marketplace yet.
@@HaggardGames Looks like a way of visual coding i'd love to do for AI ( Not a fan of standarad behavior trees )
Hope to see it release one day, i'd love to use it!
How long the game story will be?
We are planning 10 missions.
А вы русская компания?
Да
Может вам грант дадут как Смуте и Спарте (игра про ЧВК), у вас патриотический проект да и хорошая репутация у вас имеется.