“Much of this was built on simple ideas, such as how to decide where Ellie should stand: the basic mechanics decide a zone she can inhabit, then draws a series of lines between her and Joel, the direction she's looking in, and where she could potentially move to.
Here’s what Naughty Dog's Max Dyckhoff said about Ellie’s AI at GDC 2014 ( watch the full presentation here): Well, it’s a good thing that he did, because Ellie has become a true friend and not just another burden on your hands. The teenage girl, the key to the survival of all humanity, is the star of the game, and it’s mainly because of an excellent AI.ĭid you know that the release of TLOU was initially delayed for five months? The director of the game decided to overwrite the entire companion AI from scratch. If you’re wondering what this game is doing here (since the enemy AI in TLOU isn’t much to write home about) it’s really not about enemies this time, but instead about a companion AI - Ellie. That's not to mention the weapons physics and movement animations in this game were groundbreaking for its time.
The harder the difficulty you choose to play, the better the AI behaves. On top of that, enemy AI always applies pressure - at times, you don’t even have the time to heal. only leave cover when threatened, and blind fire if they have no better position.” use(s) cover more tactically, coordinating with squad members to lay suppression fire while others advance. Here’s how the designers of the AI have described their approach to F.E.A.R. This prompted players to constantly change tactics and never sit in the same position. The enemies would never act in the same way, but they would react to each other’s situations and would never repeat the same mistakes. If there was ever a good AI in any FPS game, it was definitely the one in F.E.A.R.