"AI only needs to be as good as the character's life expectancy."
That's the rule of thumb for the AI programming world. Or at least that's what we are all taught. In theory, it's a sound rule. If the average enemy is on screen for seven seconds, make seven seconds worth of behaviors. If they are going to be observable for five minutes, a seven second loop of behavior is going to get old really quick. A recurring character in an RPG may have a good amount of face time broken up over the course of the game, but that is still in reasonable chunks (and generally entirely scripted). But what if the AI agent is going to be around all the bloody time? I mean not just hanging out in the background like a vendor or a citizen in Neverwinter Nights… but around around - like an "in your face" around. A "glued to you at all times" style of around. Now THAT is a lot of AI! And yet that is what is happening in the game world today.
A psychological survival horror game that takes place in 1990s Poland where you play as Tomasz who is searching for his missing friend in the town Jeziorne-Kolonia. A strange substance has taken over the town and is transforming its inhabitants into grotesque monsters.
Game Pressure met with the one and only Josh Sawyer at Digital Dragons and chatted about RPGs, Pentiment, Pillars of Eternity, the state of the industry, and the genre.
Phantom Squad is an intense 1-4 player tactical top-down shooter that blends fast-paced combat with strategic planning, drawing inspiration from games like Hotline Miami and Rainbow Six. Set to release in 2025 on Steam, players take on the role of disavowed operatives who must carefully plan their assault before breaching rooms.