**EM in interview : 'It's easy to fall into the trap of trying to please everyone - by bjc_sp
Dia on 20/4/2013 at 00:37
We could only wish RS. But that would be an absolutely great idea!
:thumb:
thiefessa on 20/4/2013 at 12:40
Quote Posted by R Soul
If they have any sense they'll release two. One with action (takedowns, fighting and all that silliness) and a proper one with sneaking around and stuff. The first is necessary to get outsiders interested (albeit for the wrong reasons) and the need for the second is obvious.
Good idea, two is better than one; if they have the time.
I like that players have the choice to fight or sneak; just as in the previous games.
Springheel on 20/4/2013 at 23:16
Wow, just read the Sneaky Bastards interview. This bit is the most ridiculous thing I've heard in a while:
Quote:
Most games' AI only project their line-of-sight cones through the characters' chests, Schmidt says, as it's difficult to match up with subtle animations. For Thief, Eidos Montreal instead chose to have AI see through the characters' eyes - meaning that a guard might be able to spot you while idly looking over his shoulder.
It's "difficult" to have AI vision cones coming from their eyes?? Didn't TDS do this in 2004? I know Doom3 did, and that's just a generic shooter where it would barely matter. I really can't believe he's suggesting that "choosing" to have AI see through their eyes is somehow new or noteworthy.
I guess TDM's eye cones that are properly obstructed by hats, hoods, or eyepatches must be revolutionary.
SubJeff on 20/4/2013 at 23:53
Quote Posted by Springheel
It's "difficult" to have AI vision cones coming from their eyes??
It doesn't say this anywhere in the article. I hope you didn't bite your tongue off.
Anyway - whilst its true that many games have vision cones coming from the eyes if its not true of the majority then this is still worth noting. If they said the vision cone was coming from the chest... well, need I say more?
I suppose its important to define these things for a stealth game because a.many gamers haven't played the older stealth titles and b.getting it right for the Thief Stealth in Darkness mechanic is very, very important.
Springheel on 21/4/2013 at 00:10
Quote:
Quote:
Quote Originally Posted by Springheel View Post
It's "difficult" to have AI vision cones coming from their eyes??
It doesn't say this anywhere in the article.
I have no idea what you're talking about. The quote comes directly from the article. (
http://sneakybastards.net/theobserver/what-is-yours-can-be-mine-thief-stealth-preview/)
Quote:
I hope you didn't bite your tongue off.
And I hope your eyes are all right...?
SubJeff on 21/4/2013 at 00:20
The quote is there, its your interpretation that is off.
He doesn't say it can't be done but sounds like he's suggesting that in many engines it isn't easily achieved if you're matching it with subtle head movements/animations. It may exist as a default in some engines but does it in the engine they are using? Does it in most engines?
New Horizon on 21/4/2013 at 00:24
Quote Posted by Subjective Effect
The quote is there, its your interpretation that is off.
How was his interpretation off? Spring didn't imply that the dev said it couldn't be done either, he simply condensed the comment.
The dev said it was difficult to have vision cones come out of the eyes due to subtle animations...when in fact it really isn't. We've never had any issues with it, beyond the normal tweaking you must do to make the FOV somewhat realistic.
Springheel on 21/4/2013 at 00:25
My interpretation was that Schmidt claims that putting vision cones at eye level is "difficult".
Your interpretation is that he claims it "isn't easily achieved".
Are these different in some way I'm missing?
His actual words were:
Quote:
Most games' AI only project their line-of-sight cones through the characters' chests,
as it's difficult to match up with subtle animations.
Please explain how my interpretation is inaccurate?
demagogue on 21/4/2013 at 03:04
I think some of what the dev said is just natural puffery. They want to play up features of the game, so grab things they think would sound interesting to the audience.
When TDM added guards randomly turning their heads & sight-cones, I recall some posts telling players to check it out too, as it undeniably adds a little tension & excitement to the gameplay. (You're walking on the side thinking you're safe, then he glances over at you.) So I think he meant to do a similar thing, just he took it the next step and wanted to say it wasn't just a new interesting thing, but difficult to do too, when it's not really that much from our experience anyway... But it's forgivable IMO. It's still nice they have the feature.
SubJeff on 21/4/2013 at 07:03
Quote Posted by Springheel
Please explain how my interpretation is inaccurate?
Seems to me it might be easy to use vision cones that are projected from the eyes.
But then difficult to match those with animations.
How does it work, technically, in TDM and in Doom 3?