
Thus, offline behavior can be considered the LoD (level of detail) of the online. In contrast, online behavior is fully detailed. The offline behavior is very simple: the character does not play animations or sounds, does not manage his inventory actively, does not build detailed and smooth paths (although he does build paths according to the global navigation graph, but more on that later). We have introduced two terms that characterize 2 patterns of character’s behavior, different in implementation details: offline and online. Here, Iassenev discusses the complex artificial life system and its implementation, complete with multiple takeaway lessons from the development process:Ĭould you tell how you implemented the A-Life in S.T.A.L.K.E.R.?ĭI: Our A-life implementation is quite simple. Therefore, Gamasutra had a chance to team with and interview Dmitriy Iassenev, the man behind the AI and A-Life system in S.T.A.L.K.E.R.

Up to 32 players can compete in the multiplayer part.The post-nuclear PC first-person title S.T.A.L.K.E.R.: Shadow of Chernobyl, developed by Ukrainian developer GSC Game World, is acclaimed for its non-linear gameplay and surprisingly complex NPC AI.Possibility to continue the game after completion in a free play mode.Emissions considerably influence the world of the Zone.New A-Life system, created using the players’ best-liked elements of the first two games in series.New behavior and abilities for all monsters Extended system of handmade side quests.New exciting storyline with a number of unique characters.

