Futuristic f2p multiplayer with an unique blend of modern and classic shooter elements.Decision MakingFor decision-making, we’re using a technique called Hierarchical Task Networks, or HTNs for short. HTNs are a type of planner – the output of an HTN graph is a plan, a sequence of actions intended to carry out an end goal. A related technique is GOAP – Goal Oriented Action Planning. GOAP uses A* to connect actions together in order to produce an end goal. This results in highly emergent behavior (as the planner can combine any sequence of actions to produce a desired end result), but is also performance heavy. Additionally, plans in games like first person shooters tend to be incredibly short – often just a handful of actions – so the power of GOAP can be overkill. HTNs, on the other hand, are very light on CPU. While not as automatic as GOAP, they do provide much more control over how the AI behaves. They are sort of a cross between GOAP and Behavior Trees. They’re like GOAP in that
| Minimum System Requirements | Recommended System Requirements | |
| CPU | Intel Pentium 4 1.8GHz / AMD Athlon XP 1700+ | Intel Core 2 Duo E4400 2.0GHz / AMD Athlon 64 X2 Dual Core 4200+ |
| VRAM | 128 MB | 256 MB |
| RAM | 1 GB | 2 GB |
| OS | Win Xp 32 | Win Xp 32 |
| Graphics Card | nVidia GeForce 210 / AMD Radeon X600 Series | nVidia GeForce GT 340 / AMD Radeon X1900 GT |
| Direct X | DX 9 | |
| HDD Space | 500 MB | 500 MB |
| Game Analysis | Futuristic f2p multiplayer with an unique blend of modern and classic shooter elements.Decision MakingFor decision-making, we're using a technique called Hierarchical Task Networks, or HTNs for short. HTNs are a type of planner - the output of an HTN graph is a plan, a sequence of actions intended to carry out an end goal. A related technique is GOAP - Goal Oriented Action Planning. GOAP uses A* to connect actions together in order to produce an end goal. This results in highly emergent behavior (as the planner can combine any sequence of actions to produce a desired end result), but is also performance heavy. Additionally, plans in games like first person shooters tend to be incredibly short - often just a handful of actions - so the power of GOAP can be overkill. HTNs, on the other hand, are very light on CPU. While not as automatic as GOAP, they do provide much more control over how the AI behaves. They are sort of a cross between GOAP and Behavior Trees. They're like GOAP in that | |
| High FPS | 200+ FPS ( GTX 1060 ) | |