So I hear the raptors could possibly hunt in packs ? That reminds me of a scene from the first Jurassic Park when he is scaring the kid hehe. So may I ask what type of game this will be ? Open world survivor ?
I'm more concerned with a dinosaur title that put the terror of being surrounded by predators who can easily kill you, along with item/inventory management. Dino Crisis was great at keeping you on your toes, juggling health vs ammo (although not the hardcore extent I'd prefer, but anyways), bleeding out...Addition of destructible environments so the dinosaurs can actually smash through windows and doors, necessitating the use of barricades. Someone suggested that you feel like you're constantly playing that raptor chase with the kids at the end of Jurassic Park. Raptors that actually hunt using pack AI (we were working heavily on this in T2) and attempt to outsmart you. The player should be absolutely terrified of them - wandering around a jungle environment, hearing the rustles in the grass as unseen creatures dash around me, and that slow groin-tightening realization that you are the one being hunted. Using any environmental element to help you escape.Opportunities for exploration as well as interaction, Endless Ocean style. I've got more thoughts on this.
I do not go on neogaf or any forums because I find them to be a waste of time and they have jerks lurking everywhere. Before this forum I was pretty much non existent in any community. So I do not see any posts on other places. Thanks for adding a quote because I refuse to follow any forum links.
You're both firmly aligned with the groundwork that was being done on creature AI, beyond the rudimentary version introduced in T1. An approximation of a working ecosystem, with pawns (what I'll refer to them as for now) motivated typical elements such ashungerteam proximity (packs)threat proximityinjuriesFar and beyond the typical see > chase > attack. Figuring out how these stack together and feed into each other - and then visual demonstrating those stages in a clear manner - was one of the design tasks our team was tackling. What you're asking for is something that I wholeheartedly believe in. Implementing responsive AI also adds to replayability which is another central pillar of design for me.This is where a more exploratory approach can pay dividends. There's little room for AI to flourish in a more linear gameplay type, but a wider, more open world approach now provides a sandbox where your character has the opportunity to create meaningful impact on the world beyond killing something. Imagine your character is injured and bleeding, being tracked. You move slowly towards a drinking pond where herbivores are minding their business - to fulfill their need for water, not a pre-scripted event - doing your utmost not to spook them. Raptors burst through the trees and a stampede is triggered, damaging the pack and acting as a blind for your to dip underwater to lose the scent. You reappear on the other side of the water, only to realize that you're covered in leeches...There was a rudimentary version of this in T1, where you could use the flare from the shotgun to drive dinosaur attention towards human enemies and then let them take each other out while you took advantage of the situation, either by sneaking past or picking off stragglers. This would be the next evolutionary step.