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Why you kick ass (and making enemies is really hard)

The most noteworthy feature of this game is the complexity of the artificial intelligence in it. In LTC, you control the leader of a squad of three (+you) fighters, each of which plays a key role in the party.


Pictured here: TEAMWORK
Not pictured here: The mysterious third party member

Let's break down who does what in battle.

Your tank doubles as the striker. Her attacks deal crippling blows and knock back enemies. She specializes in taking minibosses and bashing their skulls into the ground. Her special attack is a whirlwind attack which allows her to knock back every enemy adjacent to her.

Your marksman is the controller. He uses area of effect attacks and debuffs to disable groups of enemies, clearing the battlefield of mooks to let you focus on the real threats.

Your medic keeps you healthy and switches between buffing you and debilitating enemies with single-target debuffs such as poison.

The AI in LTC works by recognizing some common scenarios and delivering suggestions to each of the party members to switch between discrete tactical modes (heal, buff, attack, etc). As an example scenario, imagine that a group of enemies has just spawned. The party will begin "prepping" for the battle by staying back while the medic fully buffs the attackers and the marksman will use a stun grenade to pin the enemies in place so that you're not interrupted while you're preparing. Once preparations are finished, you charge into battle fully buffed and start wrecking faces.

By prioritizing party members and keeping a fine-grained record of who has taken the most damage and at what rate, the medic can determine with superhuman efficiency who is in the most need of healing and heal them appropriately. When the player is in danger of dying, the tank will guard her until her health has stabilized again.

Range plays an important factor, too. Both the medic and the tank are restricted to melee attacks, leaving them vulnerable against ranged enemies. In situations where they're being overrun by ranged enemies, for instance, the tank will guard the medic and escort him back to safety, indicating to the player that you need to take care of the ranged enemies to make it safe for them again.

...The list goes on.

As a result, you have a team which is cognizant of the other members' strengths and weaknesses and responds to situations in order to exploit them. In early scenarios, encounters I had set up with the intention of being cruelly unfair were ripped apart in less than a minute.

Let me put it this way.

Your allies are extremely efficient monster-slaughtering machines.

Tired of RPGs where your AI-controlled party members stupidly run around and waste items or MP? This is the game for you!

Posts

Pages: 1
So, is it you (the hero) PLUS these 3 party members?
Sailerius
did someone say angels
3214
Yup. The model for the marksman isn't done yet, so he's missing in the group photo.
chana
(Socrates would certainly not contadict me!)
1584
Looks good. This is going to be something, a regulat 3D game on rmn!
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Do they decide which strategies to use on their own, or does the player change them around during the battle? I honestly think I would be pretty bored if the game did all the complex strategizing for me, and I just charged in mashing the attack button. But if it's more like, say, FF13, where you have to change ally strategies every 20 seconds and so it's really interactive, that's much more fun to me.
Sailerius
did someone say angels
3214
author=LockeZ
Do they decide which strategies to use on their own, or does the player change them around during the battle? I honestly think I would be pretty bored if the game did all the complex strategizing for me, and I just charged in mashing the attack button. But if it's more like, say, FF13, where you have to change ally strategies every 20 seconds and so it's really interactive, that's much more fun to me.
The details of the player's role will be the subject of a future blog post, since they're also pretty interesting. But in short, the party has "stances", which dictate the intent with which they approach battle (going all-out, conserving special abilities, etc) and the player can issue commands to change stances.

The goal of the AI system was to create a context for collaboration which made it feel like you were playing a co-op game. Because of that (and also the very fast paced nature of the action), the player doesn't have fine-grained control over their allies. The game is quite quick and having to navigate menus or pause the game to do so would severely hinder the actiony feel of the game.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
That's cool, as long as it doesn't feel like the game is just... playing itself.

Sounds like you're trying to make it pretty actiony, hope it turns out fun.
Pages: 1