Nelo New AI Preview and Artwork
A while ago I joined the Kickstarter for Nelo, which is a new 3rd person shoot’em up sci-fi action adventure. It brings a unique style to the genre with its incredible visuals and unique storyline, but it has been a while since I have done an update and I do apologize for that. The first part of this update is a video showing off the updated A.I system that you will face.
If Robo-Sonic was mutated into a metallic xenomorph, we would have Nelo it seems. The up, down and all around camera angles are quite interesting and it took me a bit to keep my eyes tracked on what exactly was going on. It felt like I was in Dragon Ball Z, standing still watching “Goku fight Cell” in fast action as they instant transmission all over the map.
After developing and testing this game for so long, we couldn’t help but get bored of the repetitive behaviors of the enemy A.I.s. Our original vision for the enemy behaviors was inspired by twinstick shmups like Geometry Wars, and Waves. Twinstick shmups typically have enemies move in very specific patterns and never really change their tactics. We originally wanted this because we thought we could have enemies rely on overwhelming numbers over smarts. But because this game has a very lengthy campaign, the enemies’ repetitive behaviors would make the combat get dull really quickly. This new Behavior tree allows enemies to make conscious fighting decisions based on various conditionals and even their personality. Various fighting methods can be both offensive and defensive. This includes Charging, Flanking, Falling Back, Dodging, Teleporting, Blocking, Firing, Rapid Firing, and Jumping. Various conditionals that drive these behaviors include Distance from
Various fighting methods can be both offensive and defensive. This includes Charging, Flanking, Falling Back, Dodging, Teleporting, Blocking, Firing, Rapid Firing, and Jumping. Various conditionals that drive these behaviors include Distance from target, if taking damage, and even if the target is giving them eye contact. All of the fighting methods can be performed by every enemy type. But each enemy type has different preferences of fighting. Some enemy types prefer to just charge at you and some may rather stay back and spam rockets at you, and sometimes they will lead their shots to increase their chance of hitting you with rockets. But just because they prefer it doesn’t mean they will always use that one tactic. Enemies will occasionally try other strategies if they choose too and this makes enemies far less predictable than before.
The new A.I seemed to have pleased the developers giving the game a deeper challenge. This is great and all, but at times you don’t want the game to be too challenging, however, I do hope they add that level of difficulty as an option anyway.
There is still no release date scheduled yet and the estimated time for delivery was November of 2016, but I guess there is still more to work to be done. I say take your time and give us a great gaming experience. There are no plans for a console release, but they do recommend using a gamepad if not stick with the mouse and keyboard. I thank you for checking out this preview and be sure to check back to stay updated. You can download the demo here. – Beast Out –