Designer Dying Light 2 shared information about the game engine, artificial intelligence and animation

At a press conference Microsoft Within the framework of E3 2018, the announcement took place Dying Light 2 -Zombie Exchan with parkor and moral dilemmas. Digital Foundry experts talked with the leading designer of the sequel Tymon Smectal (Tymon Smektała) and took out some details about the game.

Events Dying Light 2 will unfold 15 years after humanity lost the war with infected. Place of action – a fictional European city. According to Smectals, The authors chose such a setting for a reason-it will attract the Americans, and Europeans will see something familiar in it, but at the same time unusual.

If the first Dying Light works on the Chrome Engine 6 engine, then for the second part Techland built a new technology-C-ENGINE. It is designed to create "sandboxes" with a first -person view and advanced graphics. In terms of performance, developers are aimed at 60 FPS on all platforms, but they promise nothing – before the development is still far away.

Judging by the e3 presentation of the game, in Dying Light 2 The team makes a noticeable emphasis on the plot. In order for the characters and conversations between them to look convincing, the Poles conquer over the system of dialogue animations, as well as hired specialists who worked on Assassin’s Creed And Ghost Recon. The movements of heroes consist of many small animations that can use history and level designers.

The famous screenwriter takes part in the work on the action Chris Abellon (Chris Avellone; Prey 2017, Pillars of Eternity, Torment: Tides of Numenera). Smoktala explained that Avellon Helped the team to form the concept of "modern dark centuries" – in Dying Light 2 Civilization rolled away in its development several centuries ago, but the technology did not disappear.

Finally, in the new part of the zombie beer, complex artificial intelligence is realized-it imitates the behavior of a living person with the help of a military spirit system. Say, if you drive the enemy into a corner, the warfare, realizing that he had only one chance of salvation, could gather his strength and bring down a series of furious strokes on the main character. The designer gave another example – if the enemy decides to retreat, he will throw a weapon into you in the hope that you will be interested in a trophy and let the victim escape.

Dying Light 2 Will go to PC, PlayStation 4 and Xbox One. The release date Techland I haven’t announced yet.

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So, if you drive the enemy into a corner, he, realizing that he had only one chance of salvation, can gather his strength and bring down a series of furious strokes on the protagonist. The designer also gave another example – if the enemy decides to retreat, he will throw a weapon into you in the hope that you decide to choose a new little thing and let the victim escape.

It looks very cool https://nongamstopsites.uk/review/betfoxx/ on paper, this is a direct level of behavior of the Naughty Dog games or so. Well, I wish Techland good luck, I played with pleasure in the previous game!

In some games, the complex AI refuse to avoid frustrating gameplay and the fact that the computer will do something wrong and breaks everything. For example, in the “Witcher 3” before the release, they promised that the enemy who lost allies would try to escape. The developers did not tell why this chip is not in the release, but I am absolutely sure that even at the testing stage, everyone was just getting sorry to chase the last fool to finish it off and the bandit camp was counted as a cleaned manner.

Secondary, if not even a tertiary narrative was the main problem of the first game for me. And here they are directly imported like in a role -playing game. The boys are generally guys.

This is really cool. It has always been infuriated that in any games any hostile NPS, it doesn’t matter whether fanatics in the war or survivors in the postpoke, always beat with the player to the last, sometimes rushing with a spoon on a thug in an exoskeleton. If the character will have a goal to survive at all costs, and not to reset the strip of hp hostile unit, then the immersion will increase about ten times

Yes, in the second part, it was also like that, after a series of three cowls, the fourth stupidly cighed from the roof … greatly past the hay.

I remember in the first parts of the Assassins Creed, the opponents could have a panic attack, after which they could give a fight: D

He constantly took you on the weakly phrases in the spirit of "not a man chtol", which was actually very committee.

Sometimes I was asked who is dumber: the crane, or the crane, which the crane smells =) That’s true, the protagonist was unique in his nullity.

At the same time, there is no technical problem to do so. For such behavior, advanced AI or some deep system of simulation is not needed. There are simply certain templates in the game design and the developers are in no hurry to depart from them.

Well, in this field no one has yet been 100%. If we take humanoid opponents with intelligence, then the moral system is generally incomprehensible, because in theory if half the enemies or a little more, the rest should be hastily retreated, but this is what happens about it.

The witcher, I think, abandoned this because of the hard bindings of all enemies to locations. And they made a binding, as I understand it, so that it was impossible to lure the conditional griffin into the city, so that the guards deal with it. Apparently the full -fledged simulation of the world was not mastered, and so the game is very large, or maybe they did not intend to do at all.

But I remembered another example – Kingdom Come: Deliverance. After all, there is such a feature. Robbers can run away if they understand that you are stronger, or offer to pay off. But there the whole fighting looks pretty chaotic and many points are not tested. For example, when the last robber remains in the camp, and he runs away from you, you can go to the camp, sit on the stump for a stump, or even sleep there when you wake up, only then the robber sees you in surprise and runs away again or attacks. It would be possible to realize the mechanics when this robber will simply cut you in a dream or at least cripple you. What, by the way, was implemented in Mordovond, if you go to bed outside the city, you could wake up from an attack on you some kind of creature.

> While the first Dying Light is working on the Chrome Engine 6 engine, for the second part of Techland, a new technology has built – CENGINE.
Closed from this.
> While previous games of the Tes series worked on the Gamebryo engine, for the second part of Bethesda SoftWorks, a new technology – Creation Engine.

In general, it is extremely surprising that RPG elements, which were intensely cut out of the last RPG, are introduced and develop in their games by the creators

Finally, in the new part of the zombie beer, the authors realized complex artificial intelligence, which is trying to imitate the behavior of a living person with the help of a moral system. So, if you drive the enemy into a corner, he, realizing that he had only one chance of salvation, can gather his strength and bring down a series of furious strokes on the protagonist. The designer also gave another example – if the enemy decides to retreat, he will throw a weapon into you in the hope that you decide to choose a new little thing and let the victim escape.

There was always not enough this in games. Why, having seen a deliberately stronger enemy, often tactically retreat, and the enemies stupidly rod to his faithful death. I don’t think that such behavior is very difficult to implement. It seems, in fashion for Skyrim – Requiem the bandits behaved in this way, if they are squeezed into a corner, they could start praying for mercy, while it was possible to pick up things from their inventory. Again, wild animals could run away, receiving decent damage. Maybe in some games this is realized.

Yes, frank, if you realize it is more hidden, then instead of the next plot piano in the bushes it is fashionable to introduce an authentic gameplay element ..

In the Bange Falluts and Tesah, it enraged when the fucking crabs, rats and wolves attacked you stupidly because of the shitty AI, which does not imply neutrality.

It took them too much time to make this. In the same Oblivion, it quickly corrected modes.

In the very first Deus ex was. True, it looked like a rand: the enemy, during a fight, can dump at any time.