AI Content
After the winter break, AI Content immediately began to close out the Alpha 4.6 patch. This included adding new Spectrum content for the Stanton system and working alongside the Environment team to install screens around Levski for use by the People’s Alliance.
As with any release, the team tackled various bugs affecting the social AI and mission providers.
Elsewhere, the team walked through their general plan for the year and outlined the goals they would like to achieve, alongside the supporting teams that would be needed to assist. The rest of the month was spent continuing tasks for initiatives started in the previous year.
AI (Tech & Features)
AI Features and Tech began the year fixing a blocker that caused NPCs to incorrectly break out of combat and investigate. This led to Human combatants not firing across various missions in Stanton, Pyro, and Nyx. Another issue was fixed that caused NPCs to be stuck in the cowering position.
The team then improved firing validation and reworked the way NPC trigger-switch logic is used to give the devs more control over its utilization. For example, NPCs using burst-fire-capable weapons will always switch to burst fire if desired. Improvements were also made to aim-direction handling when targets are no longer visible to eliminate NPCs occasionally aiming through walls.
For creatures, updates were made to the adult valakkar, which will no longer try to close in on targets. The apex valakkar is no longer able to hear while traversing underground. The ‘BurrowToPosition’ behavior was also updated to a string instead of a fixed type. This will directly pass animation fragment tags, improving iteration time.
The team also ensured that the apex valakkar can freely move around planetary nav-mesh, allowing for more profound underground movement. Essentially, the algorithm has been improved to allow large creatures to find paths and travel large distances, as they are not always close to players.
Improvements were also made to tactical point generation inside boxes that overlap multiple navigation meshes or action areas, giving the team a new way to determine whether tactical points are too expensive. Improvements were also made to the Cone TPS Generator, including to the apex-motive port and overall movement of the apex valakkar, which are still ongoing.
Support for Star Paws is also planned for development in the near future.
The team then refactored serialized debug variables to no longer propagate on release builds for the PU. NPCs are now also able to play different jump animations based on the ledge height they’re traversing. The team can also restrict the jump height of individual NPCs, too, without having to change the navigation link. For example, in a situation where a navigation link of 4m high is used, only NPCs capable of jumping this height will use it.
Finally, the team are now in the process of merging the 3D Voxel Grid pathfinder into the PU.
Animation
The Facial Animation team worked through the remaining motion-capture content that was recorded toward the end of last year. As part of this, another new voicepack will be released in Alpha 4.7, as well as additional content for James Herriman, who will be returning with a new (but somewhat familiar) design.
Art (Characters)
The Character Art team began the year finalizing new gang outfits and progressing with combat armors for the coming year.
The Concept Art team iterated on an upcoming variant and explored ideas for new armors.