I'm wondering if Thousand Land might be where fromsoft started doing this type of AI. It centers around AI driven units that carry out tasks kzbin.info/www/bejne/eYPMaId4erGfd8k Another possibility is that they weren't satisfied with the AI of early armored core games, where enemy cores could have some huge number of configurations and having to manually make finite state machines for all of them.
@Roach112 сағат бұрын
this could do with a revisit, i've checked out the models and animations of re1 remake and i'd be curious to see how they achieved yawn's tail effect, its most likely using some kind of cloth simulation but i can't be sure, the snake's tail isn't animated, and is always pointing straight
@JimbobG.A.D16 сағат бұрын
gg
@mrcleanatemywife7045Күн бұрын
After shadow of the erdtree the idea that ds1 bosses are hard is laughable
@user-lz3bp4br8uКүн бұрын
six years in the making? This deserves more recognition than it has gotten, especially for covering one of the most influential and groundbreaking games of all time
@cyberspacecatКүн бұрын
Not that it took a lot of time but it was pretty wild to hear someone introduce *dark souls*, as if it wasn't already a matter of course, I kind of appreciate that.
@V0idLightКүн бұрын
From lore videos with Vatti to obscure details with illusionary wall, and now a deep dive into the code that makes this game so unique with your video. Thank you for time and effort you poured into this video, it really shows. It seems like no matter how much I learn about this game over the years, it just keeps getting better and even more impressive.
@MichaelRicksAherneКүн бұрын
I heard that the token idea grew out of watching kung fu movies, where the bad guys always wait their turn to get their butts kicked.
@someguy1894Күн бұрын
truly one of the melon of all time
@Kidraver555Күн бұрын
With a few more 'feature's' this game could have sold millions not thousands, a bit more like city skylines with roads and more decorations would make it more replayable.
@androsh9039Күн бұрын
Fantastic video.
@Buck54172 күн бұрын
32:20 "At least on the normal difficulty". Sorry, what do you mean by that?:)
@ltgreatsocks12 күн бұрын
This was fuckin sick man!
@JellyJman2 күн бұрын
I think this is the best game of the trilogy easily.
@thekoifishcoyote87622 күн бұрын
It blew my mind finding out there's a mobile port
@KristianGriffiths3 күн бұрын
Huh…Ceaseless Discharge has attacks. Who knew? Great video! I really enjoyed this deep dive into the AI.
@xFlavusx3 күн бұрын
remastered ds1 looks so bad T_T they still haven't fixed the broken leg animations during rolls lmaooo
@1893Mauser3 күн бұрын
Lautrec fights way differently than solaire ive noticed
@samueltrusik32513 күн бұрын
So, the alien species has 4 senses?: Sight Hearing Touch Heat
@samueltrusik32513 күн бұрын
Peak Horror, survival, stealth, and story-driven game.
@tray843 күн бұрын
no boss battle fights the same way twice? might i introduce you to the dragon rider from ds2?
@TJ-vh2ps3 күн бұрын
So what is the Dark Souls of AI? 😉
@AIandGames3 күн бұрын
Very good.
@onatgz4 күн бұрын
"the _ability_ to lose your accrued souls at the point of death..." lmao
@AIandGames2 күн бұрын
I like to think of death as but a choice.
@MrRusty1034 күн бұрын
The one exception is dark souls 2, of course it fuckin is. It was a weird time ok, we try and forget about it. Its best if people just don't mention it.
@RelaxingNostalgia4 күн бұрын
how can you explore somenthing that almost nonexistent.
@AIandGames4 күн бұрын
The hundreds of AI scripting files suggest otherwise.
@alexs11284 күн бұрын
Plz do the ai of tom clancys the division the lmb soldiers tactics are si cool
@AIandGames4 күн бұрын
There are already 5 videos on the channel covering The Division and The Division 2.
@K1aric4 күн бұрын
I recently wrote a paper for uni about AI in video games, it was for the Philosophy of AI and mostly geared towards phenomenology (Enactivism & the Intentional Arc) though I cited your video and info graph in 'How AI is actually used in video games'. Thanks for making such great stuff!
@CamiloFHSC4 күн бұрын
Oh lords I think I just got why sometimes the Godskin Noble in Elden Ring will immediately jump into the rolling animation even if you interrupt it or the start up animation. Usually, getting interrupted must trigger the "perform rolling attack goal failure", forcing the Noble to go back and start a new set of goals. This is how most enemies in general work. An enemy may then try to use the same attack it got interrupted preforming, but it'll start the attack pattern from the beginning. In the case of the Noble, playing the wind-up animation again. But for whatever reason, every so often, the goal will not fail when interrupted (like with a stance break), and Noble will immediately go into the rolling attack animation almost like a jump-scare, since it doesn't replay the wind up.
@DeadPerfection4 күн бұрын
This game is up there with F.E.A.R. in terms of horror game AI
@qaztim114 күн бұрын
As an indie dev trying to make a soulslike, this video is a goldmine of information for planning out enemy and Fauna AI systems
@kristoferkrus4 күн бұрын
Very interesting video! This sounds much like how a combination of a behavior tree (allowing for hierarchical tasks) and a utility system (for randomness) would work. Is this different from that combination in some way?
@AIandGames4 күн бұрын
I think yes, you could do it like that. I think the one benefit of this approach, is how data driven it is. Behaviours can be added or removed very easily in the Lua script, which might be a little more laborious with Behaviour Trees given you might need to go in and edit them all manually. But yeah, I wouldn't be surprised if that's how a lot of Soulslikes (notably things like Lords of the Fallen) have done it over the years.
@trustrossa86734 күн бұрын
God I won’t ever get how like, the game we play can just be read by lines of code. Straight up magic. But fascinating to see behind the curtain
@senecauk83635 күн бұрын
An interesting side effect of characters being more likely to block in Sekiro is that leashing them feels rather different. The miniboss who whistles wolves into the fight is a good example. He infuriated me a couple times, but pulling him away to the edge of his 'zone of interest' means he will just mostly get stuck blocking your attacks. I think O'Rin does similar...
@Ghorda911 сағат бұрын
you can stop him from summoning the dogs if you just keep up the pressure and don't let him breath
@main_stream_media_is_a_joke5 күн бұрын
The fact that Monolith dipped their toes in fps games as varied in tone as FEAR and NOLF....is amazing. Such wild swings are practically unheard of in today's times. Companies today are shit scared to dip their toes into anything remotely "wild" and experimental....least they rock the stockholders boat. AAA gaming today is utterly bland and soul less.....and it doesn't look like it's going to change anytime soon. At least we can go back to these wild games that scratch that itch.
@breathlessblizzard5 күн бұрын
This is a phenomenal breakdown. Thank you for doing the research to get here!