Weekly Torch - the barrel of questions

My Qns:
(1) How much you are proud of the AI system in KCD?
(2) As a Senior Technical Designer, do people come to you for solving the technical issues or do you task others to solve problems diagnosed by you? Which one happens most?
(3) Are there cutscenes in side quests?
(4) Any other funny bug?
(5) For this year, if you are given a chance, which game will you award for the Best Technical Design?
Thank you

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which of the things you had to cut out from game for money/time reasons will you miss most?
Will AI work like planned, or some compromise had to be made?
What improvements to combat you did since last beta?

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I would like to understand how the Quest scripting works in AI system. I saw everything you shared about the matter so I have some basic idea about your AI system and how NPCs rutines are implemented in it(using logical boxes forming a branching tree etc…). But I cannot quite imagine how Quests are injected into this AI system… Could you give some trivial quest example and clarify how it looks under the hood please?

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Well it is easier to show than tell by words :slight_smile: First of all you have a controlling object (Quest Smart Object), that receives messages from quest system about this or that quest objective status change (objectives can start, fail, complete or cancel). This message goes into the brain of QSO and there is small subtree about what to do. For example you find on link from QSO an NPC and send him a message about changing its daycycle behavior (from now on, you will regularly go to meet John by the church). These we call patches to the standard daycycle. It also might have some more things to do: add some new item into inventory of player, complete some related objectives, calculate a ballistic curve or whatever. We simply split up the whole quest on events connected to quest objective changes. One can change objective status in many ways: enter some area, ending dialog with some particular response, collecting 10 wolfskins in inventory, etc. The quest flow is however visualised differently than as a tree (because quest is not a tree :slight_smile: We use crytech’s flow graphs for visualisation, where nodes of flowgraph represent objectives and arrows represent which objective’s completion (automatically) starts which objective. If quest is linear, this flowgraph is a line with quest start node on the left and quest complete node on the right. Does this answer your question a bit?

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Thank you for the explaination.
Interesting, but sounds a little static. Always like …if than… If there are 5 times the same start parameter, the result will always be the same. I hoped there will be more AI „magic“. Looks like, the player (Henry) has to trigger something different, to change the result. It´s not the high dynamic environment, with changes, without scrippting the daily cyclus of the NPCs,… I wished… :slight_smile:

Sometime I stand still and only watch the world of KCD,… something like sitting in a coffeeshop and watching people living their live…
Doing this 30 minutes in game without watching repeat something would we the next gaming level :wink:

And now you have the opportunity to ask questions for our Video Editor Václav Prchlík:

My Qns:

(1) Any plans to release CG or live action trailer for marketing purposes just like in other games viz witcher?
(2) Did you do the Alpha teaser video?
(3) Do you have any plan to release bugs compilation videos?
(4) Which is your favorite game trailer released in recent times?
(5) Could you please post any beautiful screenshots for my desktop wallpaper?
(6) Do you also do mimicry apart from t-rex?
Thank you!

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@ Gabrielle: This is just a short Comment:
Your Work looks amazing, i love the colors you pick up for the Game, and the Feeling they show.

very very nice Work!!!

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Thank you, she was very delighted about your comment. :slight_smile:

Ask some questions to our QA-Tester @ProkyBrambora: :wink:
You will find his interview here.

@ProkyBrambora Hey buddy!

How has becoming a QA tester effected your desire to play the final product?

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This guy… :DD From those questions I had feeling you must be my long lost brother lol, except for taste in games…

Aaanyway, do you live alone in Prague?
What do you think you will do after the game is finished? What are you looking for/afraid of after release?
Maybe not exactly best question for you, but hey… How many people does WH employ at this moment?

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@ProkyBrambora
BoN in Prague was great, with great people!!! Would like to visit it next year again! :blush:

When you play another game and find a bug, are you amused or angry? Do you make bugreports?

Will there be a closed “beta”? There are so many different PC systems. At the moment WH has about 5-10 people in the QA. Without min. 100 people more to test, there is no chance for a playable release. Do you need more tester?

Yes, hard days and nights before and after the alpha/beta release, but I think a good test for the finale release.
Will WH release the game additional on the downloader, or only on Steam/GOG?

Looks like WH is doing the same at the beginning (killing Henrys girlsfriend Bianca). Will you hate the game? :slight_smile:

Crunch time and bugsearch is not a good combo. Stay focused and I wish you the best. Let´s drink another beer together, next year! :wink:

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Is this the best job you’ve ever had?
Sounds easy, but what are the difficulties?

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Hi, @ProkyBrambora .
I remember BoN and the first evening and I have no doubt that you are a perfect QA tester for the funny save system. :wink:

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One question;

When can we hope to see our next video update? Be a nice Christmas present for the faithful community we are :smile:

within next 39 hours

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My Qns:
(1) How much the Story/Script of KCD matched the expectations as a fan you had before joining in Warhorse?
(2) Any plan to release open/closed beta for public of the final game?
(3) Is it really possible to have a 100% bug/glitch free open-world rpg by today’s standards?
Thank you…

@ProkyBrambora
Have my posts ever driven you to depression?

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I want to answer this question: Tomorrow. :slight_smile:

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