Remove AI Remove Fantasy Remove NPC
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Staying alive is all the victory you can hope for in The Forever Winter by Fun Dog Studios

PreMortem.Games

Video games are no stranger to the power fantasy of a lone hero who single-handedly turns the tides of war and saves the day, world, or universe. Or die trying The team at Fun Dog Studios developed a dynamic combat system that keeps NPC enemies constantly fighting each other. They’re a mere mouse in a maze, scrounging for scraps.

Studios 166
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The Future of Art & AI in Game Production

iXie gaming

Advancements in artificial intelligence (AI) have revolutionized the gaming industry, enhancing programming and player experiences. As AI continues to advance, the future of art and AI in game development holds tremendous promise. However, AI is redefining the boundaries of game artistry.

AI 52
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Another question about NPC’s I will sometimes see players just let the NPC kill enemies which usually goes with them struggling to kill them or they take a long time to even getting killed themselves. I’m assuming the same stuff you said in your last post applies to these NPC’s?

Ask a Game Dev

We rarely want AI allies to overshadow players - doing so will break the power fantasy. You should read this archive post about [ why we don't want AI allies to be too good or too strong ]. TLDR, it doesn't feel fun if the AI allies are too strong.

AI 52
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Deathloop deconstruction / design thoughts

Radiator Blog

NOT telekinesis, only works on NPCs / PvP) Havoc (temporary shield / damage buff), very useful for people who keep dying (i.e. me) or PvP buff but conceptually rather boring Aether (cloak + invisible to laser sensors, attacks cancel it, can be upgraded to only consume mana while moving). It would feel terrible.

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The Kristala Dev Blog - Issue #35

Astral Clock Tower Studios

The dev blog is where we share all the behind-the-scenes dev action for Kristala, a 3D Dark Fantasy ARPG developed by the incredibly talented team at women-owned indie game studio, Astral Clocktower Studios. We're so glad you're here. If this is your first time joining us, welcome to the family! and they're not wrong. Concept Art.

Dev 52
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The three most important qualities in an RPG

Keith Burgun

So what we end up with, over time, is a “tradition”, or traditions within a blanket term like “RPG” There are so-called “ARPGs” like Diablo, JRPGs like Final Fantasy, CRPGs like Ultima, tactical RPGs like Fire Emblem, and so on. Over the years, I have loved games in all of these categories.

Fantasy 52
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Sandbox vs themepark

Raph Koster

It was like resetting a little stage-play; the NPC actors hit their marks and reappeared at their start location. The scripting on WoC made for better combat too, because you weren’t stuck with just the built-in combat AI for your enemies. Earlier in MUD design, these zones even “repopped” all at once. So is FFXIV.

Sandbox 59