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  #7141  
Old 08-05-2012, 06:32 AM
LOLavi LOLavi is offline
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Quote:
Originally Posted by k1lljoy_89 View Post
But trigger fist will be multiplayer right? As in, online?



... yeah you can..
I can't.
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  #7142  
Old 08-05-2012, 07:11 AM
Quantum Apocalypse Quantum Apocalypse is offline
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iPad 2, iOS 6.x
 
Join Date: Mar 2011
Location: Melbourne, Australia
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OMG, just had a match without hackers! :P

Nice match, 75 kills, almost a nuke. and first time reaching a call limit on turrets and helicopters
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  #7143  
Old 08-05-2012, 07:51 AM
lakeeffect lakeeffect is offline
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Quote:
Originally Posted by freemini View Post
They may be "better" but I'd still take humans over bots any time. Bots just don't act normal, they just stop, stare and start shooting. On hard difficulty they usually act like using wallhacks. Humans on dedicated servers is a true FPS. Sadly, I doubt anyone on iOS is willing to spend money renting servers, also who would buy them.
I know as well as anyone that no matter what video game you're playing, dominating your friends in a multiplayer shooter is the most fun you can ever have. When we were testing multiplayer, with guys all huddled around in a group, it reminds you of the good ol' days when we were playing split screen Halo or Goldeneye. You get such a real sense of intensity and competition.

Having said that, the bots in Trigger Fist deliver the exact skill level and competition you'd get from a group of friends, all while moving, shooting and taking cover like any veteran gamer. Giving them the perfect "brain" was no easy task. We spent months tweaking and testing them, all while asking, "Did that look like a human, is he doing what he should be doing, etc...".

I'll give you an example: In a Goat Game, everyone in the game knows where the Goat is at all times, so, often in games with AI, the bots will funnel through one path towards an objective point, making it stupidly easy to just lay down machine gun fire and take them out.
This poses an interesting problem because you can't just tell them to take the "shortest path" anymore. What we had to do was give them a lot more information about their surroundings and the map as a whole. This is not unlike the information a human would take from memory to run around the objective to flank an enemy.

And, of course, general bot movement is usually an immediate give-away to their non-human status. However, with our goals clearly set on making these guys totally realistic, traditional movement problems weren't even the most challenging.

When you meet an enemy head-on, many times the first thing you do is start to strafe right or left and start firing. Getting a bot to do the basic tactical movements while in "combat" mode was easy. There's only so many ways you can shoot a gun and run at/around a guy.
But, what does a bot do when he doesn't see an enemy? If you're in Free-for-all and want to wait for an enemy to come to you, just standing out in the open is pretty stupid.
Their "brains" work differently depending on the game type but they always have some fundamental skills that make them very smart.
Going inside a room and watching a door is an obvious tactical move for a human. Getting a bot to do that is much harder. Where is the corner? Where are the doors? Which door should I look at? Is there something in this room I can hide behind to use as cover?
It took quite a lot of effort (and this is a bit of a trade secret) but we were able to tag the maps with the best "camp" locations and calculate the line-of-sight to "funnels" or the doorways that a human would look at from a camp location. Then, using the same information a human gets from the gunshot direction indicator, we tell them the "danger" direction so they can make a good decision about which side of a low cover to crouch behind and which way to look.

The end result is both teammates you'll love for having your back in Sacred Goat, and enemies you'll fear in King of the Hill.

Trigger Fist will decimate your preconceived notions about multiplayer NPC intelligence.
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  #7144  
Old 08-05-2012, 08:54 PM
k1lljoy_89 k1lljoy_89 is offline
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iPad (4th Gen), iOS 6.x
 
Join Date: Nov 2011
Location: Look out your window.
Posts: 5,707
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Quote:
Originally Posted by lakeeffect View Post
I know as well as anyone that no matter what video game you're playing, dominating your friends in a multiplayer shooter is the most fun you can ever have. When we were testing multiplayer, with guys all huddled around in a group, it reminds you of the good ol' days when we were playing split screen Halo or Goldeneye. You get such a real sense of intensity and competition.

Having said that, the bots in Trigger Fist deliver the exact skill level and competition you'd get from a group of friends, all while moving, shooting and taking cover like any veteran gamer. Giving them the perfect "brain" was no easy task. We spent months tweaking and testing them, all while asking, "Did that look like a human, is he doing what he should be doing, etc...".

I'll give you an example: In a Goat Game, everyone in the game knows where the Goat is at all times, so, often in games with AI, the bots will funnel through one path towards an objective point, making it stupidly easy to just lay down machine gun fire and take them out.
This poses an interesting problem because you can't just tell them to take the "shortest path" anymore. What we had to do was give them a lot more information about their surroundings and the map as a whole. This is not unlike the information a human would take from memory to run around the objective to flank an enemy.

And, of course, general bot movement is usually an immediate give-away to their non-human status. However, with our goals clearly set on making these guys totally realistic, traditional movement problems weren't even the most challenging.

When you meet an enemy head-on, many times the first thing you do is start to strafe right or left and start firing. Getting a bot to do the basic tactical movements while in "combat" mode was easy. There's only so many ways you can shoot a gun and run at/around a guy.
But, what does a bot do when he doesn't see an enemy? If you're in Free-for-all and want to wait for an enemy to come to you, just standing out in the open is pretty stupid.
Their "brains" work differently depending on the game type but they always have some fundamental skills that make them very smart.
Going inside a room and watching a door is an obvious tactical move for a human. Getting a bot to do that is much harder. Where is the corner? Where are the doors? Which door should I look at? Is there something in this room I can hide behind to use as cover?
It took quite a lot of effort (and this is a bit of a trade secret) but we were able to tag the maps with the best "camp" locations and calculate the line-of-sight to "funnels" or the doorways that a human would look at from a camp location. Then, using the same information a human gets from the gunshot direction indicator, we tell them the "danger" direction so they can make a good decision about which side of a low cover to crouch behind and which way to look.

The end result is both teammates you'll love for having your back in Sacred Goat, and enemies you'll fear in King of the Hill.

Trigger Fist will decimate your preconceived notions about multiplayer NPC intelligence.
Looking forward to it
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  #7145  
Old 08-07-2012, 07:33 AM
icebox icebox is offline
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iPad 2, iOS 5.x
 
Join Date: Aug 2012
Posts: 12
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Quote:
Originally Posted by lakeeffect View Post
I know as well as anyone that no matter what video game you're playing, dominating your friends in a multiplayer shooter is the most fun you can ever have. When we were testing multiplayer, with guys all huddled around in a group, it reminds you of the good ol' days when we were playing split screen Halo or Goldeneye. You get such a real sense of intensity and competition.

Having said that, the bots in Trigger Fist deliver the exact skill level and competition you'd get from a group of friends, all while moving, shooting and taking cover like any veteran gamer. Giving them the perfect "brain" was no easy task. We spent months tweaking and testing them, all while asking, "Did that look like a human, is he doing what he should be doing, etc...".

I'll give you an example: In a Goat Game, everyone in the game knows where the Goat is at all times, so, often in games with AI, the bots will funnel through one path towards an objective point, making it stupidly easy to just lay down machine gun fire and take them out.
This poses an interesting problem because you can't just tell them to take the "shortest path" anymore. What we had to do was give them a lot more information about their surroundings and the map as a whole. This is not unlike the information a human would take from memory to run around the objective to flank an enemy.

And, of course, general bot movement is usually an immediate give-away to their non-human status. However, with our goals clearly set on making these guys totally realistic, traditional movement problems weren't even the most challenging.

When you meet an enemy head-on, many times the first thing you do is start to strafe right or left and start firing. Getting a bot to do the basic tactical movements while in "combat" mode was easy. There's only so many ways you can shoot a gun and run at/around a guy.
But, what does a bot do when he doesn't see an enemy? If you're in Free-for-all and want to wait for an enemy to come to you, just standing out in the open is pretty stupid.
Their "brains" work differently depending on the game type but they always have some fundamental skills that make them very smart.
Going inside a room and watching a door is an obvious tactical move for a human. Getting a bot to do that is much harder. Where is the corner? Where are the doors? Which door should I look at? Is there something in this room I can hide behind to use as cover?
It took quite a lot of effort (and this is a bit of a trade secret) but we were able to tag the maps with the best "camp" locations and calculate the line-of-sight to "funnels" or the doorways that a human would look at from a camp location. Then, using the same information a human gets from the gunshot direction indicator, we tell them the "danger" direction so they can make a good decision about which side of a low cover to crouch behind and which way to look.

The end result is both teammates you'll love for having your back in Sacred Goat, and enemies you'll fear in King of the Hill.

Trigger Fist will decimate your preconceived notions about multiplayer NPC intelligence.
awesome. hope it comes out soonest. i'm so sick of mc3 hackers.
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  #7146  
Old 08-07-2012, 07:47 AM
Suicide_B0mb3r Suicide_B0mb3r is offline
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iPad (3rd Gen), iOS 5.x
 
Join Date: Nov 2011
Location: Sydney, Australia
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Quote:
Originally Posted by icebox View Post
awesome. hope it comes out soonest. i'm so sick of mc3 hackers.
Yeh me too. I am looking forward to Trigger Fist. Heck, I will play it just for the humour of playing the "goat game" which i admit made me laugh so hard when i saw it in the trailer. Secure the goat.
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  #7147  
Old 08-07-2012, 08:18 AM
LOLavi LOLavi is offline
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While waiting for Trigger Fist, play MC2. I haven't had nearly as much fun with mc3 like that in a long while
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  #7148  
Old 08-07-2012, 09:19 AM
lakeeffect lakeeffect is offline
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iPhone 5, iOS 5.x
 
Join Date: Aug 2012
Posts: 79
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Quote:
Originally Posted by icebox
awesome. hope it comes out soonest. i'm so sick of mc3 hackers.
Quote:
Originally Posted by Suicide_B0mb3r View Post
Yeh me too. I am looking forward to Trigger Fist. Heck, I will play it just for the humour of playing the "goat game" which i admit made me laugh so hard when i saw it in the trailer. Secure the goat.
Trigger Fist is releasing Wednesday, August 8, which means it's already available in Japan!
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  #7149  
Old 08-07-2012, 10:31 AM
Suicide_B0mb3r Suicide_B0mb3r is offline
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iPad (3rd Gen), iOS 5.x
 
Join Date: Nov 2011
Location: Sydney, Australia
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Quote:
Originally Posted by LOLavi View Post
While waiting for Trigger Fist, play MC2. I haven't had nearly as much fun with mc3 like that in a long while
Just played it. Couldn't stop laughing at how different and cheap the game looks compared to mc3. the graphics are just cartoonish. But I had some great times playing mc2 back in the days, I'll admit that. I guess after playing mc3 it's hard to go back.
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  #7150  
Old 08-07-2012, 10:54 AM
Rip73 Rip73 is offline
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iPad (4th Gen), iOS 6.x
 
Join Date: Nov 2011
Posts: 2,329
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Quote:
Originally Posted by Suicide_B0mb3r View Post
Yeh me too. I am looking forward to Trigger Fist. Heck, I will play it just for the humour of playing the "goat game" which i admit made me laugh so hard when i saw it in the trailer. Secure the goat.
Be sure and put up your gamecenter id when the thread kicks in, or on the thread in upcoming, so we can match up with other TA users
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