Happy New Year! As 2016 closes, we will leave you a quick update on what’s happening and what to expect:
Dani AI is getting a buff
We are currently working on rebuilding Dani AI from the ground up and pushing it out with our wonderful testers. So far, the improvements we made for Dani are:
- Adding real-time display of an agent’s thoughts, with edit support
- Simplifying workflow to better reflect the human thought process
- Simplifying the API to feel more like Unity’s API
- Optimizing performance (1200 -> 2400 max agents on a Haswell Core i3, some people run on potato rigs)
- Improving stability (handles exceptions more gracefully)
There are still some kinks to work out, but overall it is in a stable state. Of course, seeing is believing, so here’s a clip on a bunch of knights celebrating the new year (we don’t have an actual conversation animation yet, so their way of communicating is by jumping a certain number of times). Watch the guy in the shining armor.
And here is a clip of the knight behaving in first person:
The beauty is that we managed to sync animations with Dani via root motion, something that we haven’t been able to do so until just recently. No more foot sliding!
If you would like to be a tester, please contact us!
The knights are becoming more human
The previous two clips are also part of the overhaul we are making on Modern Knights, our third person shooter game. Earlier, we focused a lot on the knights attacking and doing surprise attacks. But a knight is not without honor and thus is humane to some degree. When they are unaware of a threat, they will default to doing off duty things such as walking around and performing small talk with fellow knights.
When will you be able to see the more finished version? We might be showing our next version at the Playcrafting Winter Play expo on January 26th! Details here.
Again, we wish you a happy and awesome 2017!