<strong>[Game -> Update]</strong>
A <a href="http://www.stalker-game.com">STALKER</a> developer diary from the Russian magazine <i>PC Games</i> has been translated <a href="http://stalker.myexp.de/forum/viewtopic ... 1094">here on the Oblivion-Lost.com forums</a>.<blockquote><i>The NPCs are no longer "bots" as we've come to understand them. Inside the game world, they are people, who differ from you only in that their intelligence is artificial. In fact, this is probably the player's only advantage, although even now we continue work to make sure the odds are as evenly matched as possible. This does NOT mean that the NPCs will all be super-accurate shooters and move around like they've got jet packs attached - they miss just like real people, and move just as the player does - we're simply trying to infuse them with a bit of human thinking and unpredictability. Every NPC has their own name and story, you could for example meet a stalker just after he enters The Zone for the first time as a green newbie, and after a while hear about his successes and failures through rumours. Because of this unique approach to AI, NPCs are no longer "non-player" characters, but rather appear to be independent living people.</i></blockquote>As far as I'm concerned, it's all hype until I see it working for myself.
<br><BR>Spotted at: <A HREF="http://www.bluesnews.com">Blue's News</A>
STALKER developer diary
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Proof. I demand proof. As well as more of this.
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