Back to work




Well, I am back to work this week. I had a nice vacation. It was the longest vacation I have had in the last 5 years.

I am still on gameplay bug fixing duty and will continue to be probably until the end of the project. Our overall bug count is going down quickly. I have high hopes of having a nicely polished game at release. Let's hope I am right.

I made it past the 4 month mark. The amount of progress that has been made over the last 4 months is amazing. 4 months ago the skirmish AI didn't really exist yet. Now, the game has a skirmish AI to play against.

I have also learned what it is like to have something you worked on for a while cut from the game. If you have been following this blog for a while you may remember when I mentioned that I created a cool weapon for a unit and even influenced the effects for it. Well, it got cut and replaced a while back. I was not happy about it, but it happens. I have added other, cooler in my opinion, things to the game.

13 comments:

Tobias Fong C.W. said... / January 5, 2010 at 11:36 PM  

O_O Are you talking about the really cool weapon you added to the Cybrannosaurus Rex? The one where you found the video for that weapon in youtube and asked your colleague to add it in, and he was impressed with it as well?

OH NOOOOOOOOOOOOOOOOOOOOOOOO!

On another note, how was your vacation? You said it was nice, so I'm hoping you enjoyed it. Have fun and relax!

And about the Skirmish AI, I remember Mr. Chris Taylor saying in an interview that they will try their best to remove cheating from the AI, yet make it extremely difficult to beat. Is that true? Have you guys managed to develop a difficult but non-cheating AI?

Thank you very much! And welcome back!

Fingolfin said... / January 6, 2010 at 5:42 AM  

Just curious, if things get cut like that, are they stored and logged somewhere for potential future use?

Calavoow said... / January 6, 2010 at 7:32 AM  

Could you tell us what the cool gun was? Or maybe after release? I think it's interesting what gets cut out of a game (and why)...

ThaPear said... / January 6, 2010 at 9:10 AM  

If it's possible to mod the game (of which i don't remember hearing anything ), you could add that weapon as a mod yourself :).

Anyways, I like your blog, seeing game development from the side of a developer gives me an entirely new view on game development.
Hope you succeed in making a difficult non-cheating AI, and keep up the good work.

Sorian said... / January 6, 2010 at 9:44 AM  

@Tobias: Yep, that is the weapon. It got cut and replaced with a weapon that met the designers ideas better.

It was based off of the Sensor-Fuzed weapon: http://www.youtube.com/watch?v=p-216-Y6Cac

olivier said... / January 9, 2010 at 9:49 AM  

Hey Sorian, it's nice to see you back and posting again :-) can't wait playing Supcom 2 ... Have several questions for you regarding skirmish AI : As far as i know, there's a core AI engine which is not coded with LUA (set of micro management AI commands) and the part which is coded in LUA, which is roughly some kind of higher level AI. How the frontier between these 2 AIs is decided ? Which part are you responsible for ? why LUA for AI coding ?

to another extent, i would like to have a game like supcom but with 0 micro-management. Would it be possible to code AI for anything related to micromanagement (battle victory could be based on experience, veterancy, battlefied position diffrent group of units have) and player would only have to focus on decisions related to eco management, type of units to build, squad units movement. So strictly nothing related to micromanagemet, so kind of Real Time Wargame, with the ability to watch battles in case you decide to zoom in. A nice mix between Ruse and Supcom ....

Sorian said... / January 9, 2010 at 1:46 PM  

The AI exists in code and Lua. The higher level stuff is in code (makes it a lot faster). I worked on the AI in both code and Lua.

Still can't go into detail about the AI yet. When the game gets released I will post more details about how the AI is set up and help modders that are interested in modding the AI as much as I can.

Dunbar said... / January 10, 2010 at 7:06 AM  

You said you will assist in AI mod issues. Any comment or idea on whether there will be assistance for custom mappers? There was a big outcry on the forum regarding the news that there is no support. Perhaps this is the official answer, but the unofficial answer is different?

Sorian said... / January 10, 2010 at 9:47 AM  

I don't know enough about the way maps are created to help at all. I know they start as 3DS files and get exported, but I am not sure what we are using. I know it isn't Granny.

sexmotron said... / January 12, 2010 at 2:59 AM  

OMG ! It isn't finshed yet ?!

Work harder, harddddeeerrrrrrr...

:)

79 Days and counting.

Personally, I'd like the programability to be more accessible and documented.

We find out soon enough...

Keep hacking at it.

Cheers,

Frognuker.

Sebastian said... / January 13, 2010 at 10:17 AM  

Hi sorian do you know if the people @ gpg thought about supporting the old and new map format?

Wouldnt that be possible and help the community a lot?
So gpg have their unique work and the community still can use their own custom maps.

Wojtek said... / January 20, 2010 at 7:54 AM  

There is no map making support in SupCom2... very bad imo, and a result of downscaling the game for consoles. After all console players dont make maps, on consoles.

I dont like the influence Square Equonix has had on the game, too much Japanese Anime, for kids.

The new rendering engine looks ok, but honestly it looks like Supreme Demigod Commander 2.

Comments by Chris saying that the game does not require quad core because it has been so well optimised... I think its been downscaled for console, hope I'm wrong.

And finally... very little info about the AI (apart from Sorians blog here), is the AI better or worse than stock FA AI? How does it compare to Sorian FA AI? Not much news here.

I really thing the XBOX360 has downscaled this game.

Congrats Sorian on the job and your first game, hope to see many more :)

Sorian said... / January 21, 2010 at 5:13 PM  

The fact we are making an XBox version has not downscaled the PC version at all. We just downscale the XBox360 parts where necessary.

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