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发表于 2011-7-2 18:10:15
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Ivan Buchta:The case you mention illustrates how the mission design works in our games. Arma has never been player-centric, and the things may always proceed towards a certain set of conditions which indicate the mission end: we do not ask the player to fulfill an objective, we rather ask whether an objective is accomplished. Imagine yourself as a Special Forces guy behind enemy lines tasked to blow up an enemy ammo dump. You may either do it yourself, or you may ask local resistance to do this task for you. In both cases, the ammo dump would eventually get blown to pieces, and you win. However, lots of testing and balancing will be done in order to avoid putting the player in the role of a mere witness. In the campaign, there are a numbers of unavoidable tasks or decisions.
Regarding the AI improvements in general, we would mainly like to achieve more natural movement of the AI soldiers. The Micro-AI system already makes the AI entities formidable opponents, but there is a lot to improve in terms of the visuals. Also, we put a lot of effort into "teaching" AI to use the new features, e.g. underwater movement, first aid routines or customizable loadouts.
Ivan Buchta: 如你所提到过的例子告诉我们如何通过任务来设计我们的游戏,武装突袭从来都不以玩家为核心,并且只有当一些特定的条件满足后才标志着任务的结束,所以我们不会要求玩家亲自完成任务,而是更注重目标是否完成了。想象下你是一名身处敌后的特战队士兵,任务是炸毁敌军的军火库,你既可以亲自完成也可以要求当地抵抗力量帮你完成这桩差事,最后弹药库被炸得粉粹,你赢了。然而为了不使玩家仅扮演目击者的角色我们做了许多测试和游戏平衡。在战役中,将会有许多你必须去完成的任务和决定。
提到AI的总体改进,我们主要还是想实现AI更为自然的动作,微AI系统已经能使他们成为玩家强大的敌人,不过在视觉效果上还有很多需要改进,还有,我们赋予了AI一些新的功能:比如水下移动,急救路线和可自定义载荷。 |
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