The AI of DOOM (2016) | AI and Games #30

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  • เผยแพร่เมื่อ 27 ก.ย. 2024

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  • @AIandGames
    @AIandGames  6 ปีที่แล้ว +362

    Eight years in development, 2016's DOOM was a long awaited return for the franchise. I take a look at the AI toolchain adopted in the game, where it comes from and the secrets that reinforce the game's 'Push Forward Combat' philosophy.
    DOOM is one of my favourite games of the last ten years, much less 2016. So working on this piece has been a real pleasure. Thanks once again to my sources who came forward to discuss their experiences working on DOOM over the years.

    • @dml09
      @dml09 6 ปีที่แล้ว +5

      Great video. Even have watched the GDC presentations, you added in some information I wasn't aware of.

    • @IuliusPsicofactum
      @IuliusPsicofactum 6 ปีที่แล้ว

      I loved the video.

    • @trollpatrol1177
      @trollpatrol1177 6 ปีที่แล้ว

      I wonder if it's possible to modify this token system to allow for more demons to attack you at a given time.

    • @KenFung
      @KenFung 6 ปีที่แล้ว +1

      Stop using the word "Fun". Quantize Fun please! You are suppose to be analytical not objective.

    • @Tsinij
      @Tsinij 6 ปีที่แล้ว +1

      Fantastic explanation. One question though: do you have AA disabled? Or is just some weird super-sampling issue? All the shots of DOOM (4) look too sharp and rough around the edges.

  • @Lawgamer411
    @Lawgamer411 6 ปีที่แล้ว +521

    Even the dev team hated what they were working on; “Call of Doomy,” amazing how they realized it and made something incredible.

    • @Ostsol
      @Ostsol 5 ปีที่แล้ว +42

      The trick is convincing the people in charge.

  • @fare-5174
    @fare-5174 5 ปีที่แล้ว +386

    The ticket thing is hilarious. "I kindly submit this form to hell authority for permission to take a shot at the Doom Slayer in the next two seconds, filed in triplicate and signed by the senior demon responsible for this area".

    • @janbosch5951
      @janbosch5951 5 ปีที่แล้ว +52

      And then a Hell Knight just comes in and streals the token.
      "Gimme that ya lil S&*T!"

    • @Warhamer116
      @Warhamer116 4 ปีที่แล้ว +12

      @Alex let's face it, would it be a 'hell' if there wasn't?

    • @2yoyoyo1Unplugged
      @2yoyoyo1Unplugged 3 ปีที่แล้ว +9

      @@Warhamer116 Bureaucracy is one of the greatest breeding grounds for evil there is.

    • @michaelstein7510
      @michaelstein7510 3 ปีที่แล้ว +4

      @@2yoyoyo1Unplugged I bet the bureaucracy in hell is still easier to deal with than the DMV.

  • @xlawxc
    @xlawxc 6 ปีที่แล้ว +429

    My favorite thing I learned in this vid is the difficulty of doom isn’t governed by buff enemies, nerf player. No they give the enemies more resources to use against you which is how it should be.

    • @someguyidk7823
      @someguyidk7823 6 ปีที่แล้ว +31

      They also buff enemies and nerf the player
      Still, its good to know that we can start seeing buffed ai these days (civ5 diety im talking about you)

    • @distantsea
      @distantsea 5 ปีที่แล้ว +5

      Resident Evil 7's Madhouse difficulty does both and really well. It's the same area, but different encounters, and you're weaker.

    • @etlttc353
      @etlttc353 5 ปีที่แล้ว +2

      @@distantsea harder enemy
      Less encounters

    • @GallowayJesse
      @GallowayJesse 5 ปีที่แล้ว +5

      I actually prefer things to be the other way. I think players shouldn't be short-changed in terms of what the AI has to offer just because they aren't playing on the highest difficulty.

    • @hungryalien8494
      @hungryalien8494 5 ปีที่แล้ว +12

      @@GallowayJesse Well, if you're playing on lower difficulty, you're asking for a moderate challenge. So it's kind of logical to have AI not fighting at their full potential. In a way, it encourage players to replay the game at a higher difficulty to play the game in a more intense way.
      Buffing ennemis HP and lowering player HP is just artificial difficulty. You're just playing the game the same way as in lower difficulty, but it will take more time to finish it. It will tolerate less mistake from the player, but is still the same as lower difficulty.

  • @tenchimod
    @tenchimod 6 ปีที่แล้ว +69

    I had no idea that the demons used attack tokens. It sounds like a fantastic mechanic and worked well in the game.

  • @CaveyMoth
    @CaveyMoth 6 ปีที่แล้ว +454

    My favorite factor of the AI animation in Doom 2016 is focus tracking; Looking at the player all the time. I hate games where the AI opponents lumber about almost at random, going through simplistic attack animations while they stare off into space, as if they aren't even truly in pursuit of the player. And when the player dies, they just keep swinging their weapons clumsily towards the corpse, not even acknowledging that it's dead. BLECH! No immersion.

    • @dml09
      @dml09 6 ปีที่แล้ว +100

      Yeah, and the enemies effectively glory killing you when you die to a melee (and even some differing death animations from projectiles) is a nice touch.

    • @SuperCharleh
      @SuperCharleh 6 ปีที่แล้ว +11

      Video just outlines how much work goes into making this game fun/amazing that most people won't appreciate.

    • @sam_making_games
      @sam_making_games 6 ปีที่แล้ว +1

      Having the AI look into player direction is pretty easy from my Unreal Engine 4 Experience (2 months...). Just call SetFocalPoint on the AI controller and pass it the players location.

    • @CaveyMoth
      @CaveyMoth 6 ปีที่แล้ว +6

      That's pretty cool. Didn't know it could be that simple. But then don't you also have to get animations for posture, so the pawns will orient themselves towards you, instead of just rotating in place, Minecraft style?

    • @Questar_Valdamar
      @Questar_Valdamar 5 ปีที่แล้ว +2

      I always thought that enemies attack player corpses because they just hate us that much. :P

  • @AHeroAlmost
    @AHeroAlmost 6 ปีที่แล้ว +185

    I think it’s the music in Doom that makes me want to keep going forward... makes me feel like a bad ass with the music blaring in the background

    • @The28studio
      @The28studio 6 ปีที่แล้ว +29

      AHeroAlmost combat design+ music, perfect recipe

    • @taumil3239
      @taumil3239 6 ปีที่แล้ว +1

      After finishing the game I actually didnt like it that much, but music was the one great thing about it lol

    • @ninetailedfox579121
      @ninetailedfox579121 6 ปีที่แล้ว +6

      I think the music design in Doom is he best I have heard in any game.

    • @LJboochaa
      @LJboochaa 6 ปีที่แล้ว +1

      Kupo Warkson pretty sure some guy made a video about the doom soundtrack that is fucking great

    • @schneggen_schubsa6896
      @schneggen_schubsa6896 6 ปีที่แล้ว +3

      @@LJboochaa i think the yt channel noclip has a three piece documentary on doom 2016 and one part is dedicated to the Music with interviewing mick gordon the composer

  • @Giraldtec
    @Giraldtec 6 ปีที่แล้ว +59

    The idea of the tokens is really good!

    • @clockwork204
      @clockwork204 6 ปีที่แล้ว +20

      Right? I found that token bit in particular to be pretty clever. :D You can wade through hordes of demons, without being too overwhelmed. They could also probably just adjust the number of tokens available to make the game / encounter harder without straight up doing something as artificial as pumping up demon stats.

    • @bojackhorseman4176
      @bojackhorseman4176 5 ปีที่แล้ว +2

      That's exactly what they do actually.
      There's way more available tokens for demons to utilize in harder difficulties. That's not to say they don't buff their health and damage, though, but it's not just that, and that's why it feels way better than what most games do.

    • @UNSCPILOT
      @UNSCPILOT 5 ปีที่แล้ว +2

      @@bojackhorseman4176 In essence, it makes it feel like they are getting smarter and more aggressive on top of being tougher, instead of just pumping toughness and damage up to unreasonable levels

  • @salsamancer
    @salsamancer 6 ปีที่แล้ว +4

    I love the unapologetic gameyness of Doom 2016. It actually reminds me more of character action games than modern FPS games. It has all the same hallmarks: levels designed around the ebb and flow of combat arenas, fast paced action built around maintaining the flow of action, and smartly designed AI that knows when to be passive and when to push back giving the player the illusion of overcoming overwhelming unfair advantages

  • @Aryzon13
    @Aryzon13 4 ปีที่แล้ว +6

    "Demons check the environment to not clip through walls and will miss more when you move."
    Cyber Mancubus: "What is missing?"
    Baron: "What are walls?"

  • @TimTams_64
    @TimTams_64 6 ปีที่แล้ว +142

    Who is hyped for Doom Eternal?. also dont question why ammo and health drops from demons, games are not meant to make sense.

    • @nemeru3352
      @nemeru3352 6 ปีที่แล้ว +43

      Games don't have to make sense if its in service to good game design, rather than needleless realism

    • @FreakingTheFreak
      @FreakingTheFreak 6 ปีที่แล้ว +55

      Oh the health is explained in the lore itself. One of the first entry about the doomslayers armor says something along lines of "having the ability to absorb argent plasma" meaning he heals and sustains himself by killing demons. He literally keeps himself alive through sheer rage and hatred. Pretty metal

    • @Zaprozhan
      @Zaprozhan 6 ปีที่แล้ว +11

      By attaching ammo and health to demon death, it serves the Push-Forward! principle. Wanna live? Gotta kill!

    • @TimTams_64
      @TimTams_64 6 ปีที่แล้ว

      Theg ame mechaic is obvious, iam talking about how it applies to lore.

    • @fieldy409
      @fieldy409 6 ปีที่แล้ว +4

      He was given power by a seraphim to absorb 'power' from the demons. Thats vague enough to possibly mean hes somehow forming dead demon energy into ammo somehow

  • @restlessfrager
    @restlessfrager 6 ปีที่แล้ว +86

    Oh my god i can't wait to repeatedly chainsaw through Arch Viles.

    • @michaelwarner7311
      @michaelwarner7311 6 ปีที่แล้ว +3

      restlessfrager imagine chainsawing the arcnotron

    • @thelivingglitch307
      @thelivingglitch307 6 ปีที่แล้ว +2

      Summoner's are so much I like them, I feel like they are the new Arch Vile's.

    • @mohitnaidu6219
      @mohitnaidu6219 6 ปีที่แล้ว +4

      and I can't wait to crucible sword their asses.

    • @kveller555
      @kveller555 5 ปีที่แล้ว +1

      I have a feeling the Arch-Vile is going to be a boss fight.

    • @AAAAAA23485
      @AAAAAA23485 5 ปีที่แล้ว

      @@thelivingglitch307 the least they don't burn your ass down all the time

  • @Ochatach
    @Ochatach 6 ปีที่แล้ว +17

    Whoa, thought it would be a long drawn-out video when I saw it was 20 minutes but it went by in a flash. Really interesting and good pacing of the talkingpoints, really good edits showing off the maps and functions of the AI. Thank you for the video :)

  • @Tezcax
    @Tezcax 6 ปีที่แล้ว +35

    Interesting. It looks like the original Doom 4 would be a terrible game, filled with cliches. Instead of good ol' rip and tear.

    • @udittlamba
      @udittlamba 3 ปีที่แล้ว

      The call of doomy would have turned out to be a forgettable brown filter cod clone.

  • @unfa00
    @unfa00 2 ปีที่แล้ว +1

    It's fascinating how the AI is programmed to give players a fair chance in the fight, and coordinating together to not randomly overwhelm them. This was a really interesting insight, thank you!

  • @StephenBarr
    @StephenBarr 6 ปีที่แล้ว +58

    Great video. There are so many interesting things going on here. Started Doom twice and never got around to finishing it. I need to try again!

    • @AIandGames
      @AIandGames  6 ปีที่แล้ว +14

      DOOM is one of the few games in the last couple of years where I didn't stop to question 'how did they achieve X/Y/Z?'. I was too busy having fun. That's a rare moment for me these days.

    • @JEL625
      @JEL625 6 ปีที่แล้ว +1

      Rip and tear until it is finished

  • @baronsengir187
    @baronsengir187 6 ปีที่แล้ว +100

    Never understood the hate Rage got. The AI was so much better than anything else we got in other shooters.

    • @pixlman
      @pixlman 6 ปีที่แล้ว +6

      Not really? It was either guys who shot from cover or melee mutants that b line towards you.

    • @baronsengir187
      @baronsengir187 6 ปีที่แล้ว +29

      Of Course the Zombie type did. They are Zombies. They act like it. But later you get enemies who circle you and use the Terrain very cleverly. And they changed behavior on where you shot them. That is far more than other shooters did and still do.

    • @pixlman
      @pixlman 6 ปีที่แล้ว +25

      I finished the game a couple of months ago and that's not how they worked. Melee types (both human and mutant) just ran at you waving their clubs, and shooter guys (both gangs and Authority) stuck behind cover and shot, occasionally throwing a grenade. Big gunner guys and shield guys just stayed out in the open. You could throw a grenade at them, causing them to scatter and find another cover spot but that was it. I think you're confusing the way they animate and interact with the environment with actual intelligence. RAGE had this blend of physics and animation that had enemies reacting to where you shot them and blending that with their current animation, which is still something not many games can brag about. But as for behaviours? The most they would do is shoot from the ground if they got downed.

    • @baronsengir187
      @baronsengir187 6 ปีที่แล้ว +6

      Then you played a different game than me. It was not F.E.A.R. Level AI but close.

    • @pixlman
      @pixlman 6 ปีที่แล้ว +3

      SengirShowsU apparently I did. Anyway, my biggest problem with RAGE wasn't the AI, which still put up an OK fight, it was just that the game was boring for me.

  • @elektra81516
    @elektra81516 4 ปีที่แล้ว +1

    What I love about this channel is you make these videos for AI enthusiasts and programmers and not your average gamer who has no idea what an FSM or an editor is. Superb work!

  • @memyselfi9270
    @memyselfi9270 6 ปีที่แล้ว +12

    Awesome video, you even talked about the awesome Imp behaviour

  • @TheRiptideRaptor
    @TheRiptideRaptor 6 ปีที่แล้ว +7

    The DOOM GDC talks were really nice, so I was waiting for this

  • @THExRISER
    @THExRISER 4 ปีที่แล้ว +1

    14:09 Nice editing.
    Great video though,I genuinely learned a lot,thank you!

  • @Sizifus
    @Sizifus 4 ปีที่แล้ว +1

    DooM 2016 - Feel like an unstoppable force
    DooM Eternal - Earn your status as an unstoppable force

  • @projectill
    @projectill 6 ปีที่แล้ว

    I had no idea such complicated systems run in the background. thx for the video

  • @Edbrad
    @Edbrad 27 วันที่ผ่านมา

    Found this video on August 31st 2024.
    Amazing that now Google just made an AI that can generate real time Doom 1 in interactive video. Crazy. Imagine playing this version of Doom with full music and sound

  • @Beestification
    @Beestification 4 ปีที่แล้ว

    It's kinda sweet.
    There's this veritable symphony of discussions amongst demons (whose job is to kill you) and with the engine, all tailored around you the player so that you're having the best time they can give you.
    It's fascinating to see that there's so many other processes at work rather than just controls and graphics.
    What a great channel!

  • @SyThiCProductions
    @SyThiCProductions 6 ปีที่แล้ว

    12:17 really thank you for the little yellow subs, sometimes I hear people saying something but my brain just doesnt get it. dumbing it down in little text is INCREDIBLY helpful. thanks for the awsome video.
    u earned a new sub dude

  • @ui6144
    @ui6144 6 ปีที่แล้ว +3

    Excellent presentation of analysis in conjunction with developer feedback, always find these videos both amusing and enlightening.

  • @zelest
    @zelest 6 ปีที่แล้ว +3

    I had no idea about the token system, that's actually quite genious.

  • @morbid1.
    @morbid1. 6 ปีที่แล้ว +32

    Can't wait for "hell on earth"... they should show something at Qcon

    • @zerotactix5739
      @zerotactix5739 6 ปีที่แล้ว +9

      They already confirmed they will be showing DOOM Eternal in Qcon

    • @mikerelf
      @mikerelf 6 ปีที่แล้ว

      There's gameplay reveal on 10th of August.

    • @bigbaddymike3101
      @bigbaddymike3101 6 ปีที่แล้ว +9

      You asked, and Id delivered.

    • @lividsphincter4098
      @lividsphincter4098 6 ปีที่แล้ว +9

      @@bigbaddymike3101
      Yeah right off the bat they show a grappling hook and that's all I need to see to know it'll be good.

    • @seannotconnery8191
      @seannotconnery8191 6 ปีที่แล้ว +1

      livid sphincter Only id could concoct a shotgun grappling hook designed to pierce through demons like butter and use them as an anchor point.

  • @GraveUypo
    @GraveUypo 6 ปีที่แล้ว +1

    HFSM is exactly how decorate works in zdoom too. cool to know.

  • @Orzorn
    @Orzorn 6 ปีที่แล้ว

    Absolutely criminal this only has 93k views. What a great video and explanation of what makes DOOM's AI so great.

  • @genericsavings
    @genericsavings 5 ปีที่แล้ว

    The AI is excellent in this game.
    I had a Hell Knight charge at me and I retreated onto a lower level.
    Instead of making a beeline for me,
    it changed up and tried to flank me from the side.
    Great game. Great video.

  • @artorias-24
    @artorias-24 4 ปีที่แล้ว

    Great video and very informative. However I think you forgot to mention that Doom 2016s AI actively tracks the player and “predicts “ where the player will go next and attack in predicted location instead of attacking the player. For example hell knights will sometimes do a leaping ground slam towards where the player is going thus predicting the players trajectory and direction they are going. Same goes with imp fireballs. They attack in the predicted location so that if the player continues going in that direction at the same speed they will 100% land the hit.

  • @MichaelVir
    @MichaelVir 5 ปีที่แล้ว

    FEAR is a great example of using finite-state machines in ai.

  • @bliglum
    @bliglum 6 ปีที่แล้ว

    Doom 2016 was and is epic goodness.. One of the few games that manages to deliver both awesome gameplay and awesome graphics.

  • @Sasasala386
    @Sasasala386 6 ปีที่แล้ว +1

    I can't wait to see some kind of ''scare'' A.I on doom eternal, like demons running from the slayer when he's enraged

    • @mftripz8445
      @mftripz8445 5 ปีที่แล้ว

      But demons aren't supposed to be scared of anything, because it's a demon... If they were scared of doom guy then doom guy is the demon lmfao

  • @JayLeu
    @JayLeu 6 ปีที่แล้ว

    That intro by itself was enough for me to give a like. I'm only a minute in and I love the editing and voiceover.

  • @jcmo5900
    @jcmo5900 6 ปีที่แล้ว +1

    Well done. I loved this game, and have been waiting for you to come around to it ever since release! I really enjoyed learning about the wizardry behind the scenes - thank you.

  • @lipeckih
    @lipeckih 6 ปีที่แล้ว

    A couple of things stated here I did not observe during my own playtime in the game (cacodemons always tried to get into melee range with me and infighting seemed to trigger only in a few pre-programmed locations), but this is still a very informative video.
    Thank you.

  • @PhatToni
    @PhatToni 6 ปีที่แล้ว

    This is the first time I have heard anyone talk about the animations in Rage....So far ahead of its time. The blending of animations makes combat so much more immersive...glancing shotgun blow to an enemy charging you..doesn't put him down but he reacts while still running. Very interesting to hear an in depth explanation of the workings, thanks! Subd

  • @Duckspeak
    @Duckspeak 6 ปีที่แล้ว

    I love the technical analysis. Lots of youtubers are afraid to get too tech-y, but this is amazing. Keep up the good work!

  • @jdmaine51084
    @jdmaine51084 3 ปีที่แล้ว

    This is the most insightful video I've seen in a long time. Using a master token system to allow enemies to attack is genius. Again, something I could see being controlled to vary the difficulty level... the higher the difficulty, the more available tokens, the more enemies can attack the player at any one time. Brilliant, brilliant idea.

  • @mikeuptonphoto
    @mikeuptonphoto 6 ปีที่แล้ว

    Brilliant video! I had no idea the amount of work that went into the AI in DOOM. Thank you for this!

  • @Crowbar
    @Crowbar 6 ปีที่แล้ว

    What was the most interesting for me in this video is that difficulty levels apparently affect way more than just health and damage of enemies, which I didn't expect. That's cool.

  • @ShadowWolfTJC
    @ShadowWolfTJC 6 ปีที่แล้ว +2

    You know, while neither Tower of Guns, nor the recently-released Mothergunship, have glory kills like Doom 2016, both of those games have a gameplay system that feels similar to Doom 2016's Push Forward Combat system, where enemies drop lots of pickups upon death, but those pickups disappear over time, forcing players to often embrace a style of combat where they must rush close to their enemies in order to pick up all the goodies before they disappear..

  • @saturdaynightgaming4783
    @saturdaynightgaming4783 5 ปีที่แล้ว

    I love the ai in rage. On the higher difficulty they will does more and even throw your boomerang back if they catch it. Jump off walls to avoid your gunfire and boomerangs etc.

  • @ChrisSmout
    @ChrisSmout 6 ปีที่แล้ว

    Fantastic video and some great insights behind the game. Thank you for taking the time to explain this in an easily digestible fashion.

  • @littlebeast5167
    @littlebeast5167 4 ปีที่แล้ว

    This makes me think of Mass Effect 1. How its weapons didn't have ammo, the player levels etc.

  • @duderseb
    @duderseb 4 ปีที่แล้ว

    Interesting how a lot of the ideas for the original Doom 2016 made it into Eternal (ARC, consumed Earth, the resistance, etc)

  • @GTCvDeimos
    @GTCvDeimos 6 ปีที่แล้ว +1

    I literally just uninstalled doom after completing my Ultra Violent playthrough..... [hits install]
    (side note: great intro, Tommy!!! Very well edited! I may have watched the first 90 seconds several times over)

  • @Noutelus
    @Noutelus 4 ปีที่แล้ว

    I do not know crap about ai programming but i was impressed by the demons shooting and going not where i am, but where i am going.

  • @patricksketch2003
    @patricksketch2003 6 ปีที่แล้ว

    As a starting programmer and game dev I am impressed and fascinated with dooms ai and it makes me wonder what else we can do with those old tools

  • @24YOA
    @24YOA 6 ปีที่แล้ว

    You guys nailed the starting to this video, 10/10

  • @mana20
    @mana20 4 ปีที่แล้ว +1

    Would love to see a follow up for eternal

  • @damienrodriguez4453
    @damienrodriguez4453 6 ปีที่แล้ว

    This is genius. I'm so happy i decided to look into these kinds of things

  • @dorktales254
    @dorktales254 3 ปีที่แล้ว

    I love the way he says Wolfenstein

  • @kilroy987
    @kilroy987 6 ปีที่แล้ว +1

    Designing a game around specific core elements is interesting. I've never designed a full game beginning to end, but I've thought of plenty of situations that I thought would be challenging and entertaining, and usually from a few sample sequences shown to me, I can think of more that fit the theme. I'd think games should be designed around generating those situations, instead of coding an AI that you hope gets close enough to that. Then again, I've never released a blockbuster game. Overall, I didn't enjoy Doom 2016 as much as I was hoping - I didn't play Doom 1 and 2 as a run and gun - I was cautious with my fighting instead of rushing forward like a football player. But I attribute my difficulties with Doom 2016 to playing with a PS4 controller instead of a mouse and keyboard. I just can't feel the environment with a PS4 controller the way I can with a mouse an keyboard. The controller makes me feel like I'm steering a bike instead of moving with my feet. If I ever get a good enough PC box to play, I'll probably get a PC copy of the game and try it that way.

  • @SufferDYT
    @SufferDYT 5 ปีที่แล้ว

    This video is literally just the GDC talk condensed into 20 minutes with good production value.

    • @AIandGames
      @AIandGames  5 ปีที่แล้ว

      This video is literally two GDC talks summarised plus a bevvy of information that I researched by interviewing developers who worked on the game. If you watch the GDC talks there is no reference to how the AI actually works in DOOM. Were it not for the interviews with the developers, I wouldn't have bothered making this video, given the GDC talks - whilst very interesting - didn't tell me what I wanted to know.

    • @SufferDYT
      @SufferDYT 5 ปีที่แล้ว

      @@AIandGames You know what, fair enough. You clearly put the work in and it shows in the polish of your content. I recently watched the gdc talk for the millionth time and I suppose hearing the same concepts explained in a very similar way rubbed me the wrong way initially. That said, your videos are far more digestible and better stated than the sources you use.

  • @SpacialKatana
    @SpacialKatana 6 ปีที่แล้ว

    Good, concise breakdown of the game's AI . I'll be checking more of your vids soon. Cheers Tommy !

  • @RatentaisouFGO
    @RatentaisouFGO 6 ปีที่แล้ว +6

    HOOOOOOO BOY, gtg grab some popcorn.

  • @Setmose
    @Setmose 2 ปีที่แล้ว

    Nice to see respect for Rage 1 which is actually a very good game. It never really recovered from the not-working drivers fiasco on PC at launch, which is a shame.

  • @dropfacades8142
    @dropfacades8142 6 ปีที่แล้ว

    Great video man! Love these types of exploration/review examinations. Cant wait until Eternal!

  • @Roberto-tg9xf
    @Roberto-tg9xf 6 ปีที่แล้ว

    WOW!!! , it's really amazing. I am the programmer of the mechanics of the enemies and your video has helped me a lot. Congratulations.

    • @mftripz8445
      @mftripz8445 5 ปีที่แล้ว

      Lmao damn buddy you contradicted yourself in a single sentence

  • @mrb4862
    @mrb4862 6 ปีที่แล้ว

    Excellent video. Thanks for this.

  • @jesmarkmikesell1957
    @jesmarkmikesell1957 4 ปีที่แล้ว

    You gotta do Doom Eternal. Hugo Martin mentioned how much of a nightmare their AI was to design.

  • @Veldouine
    @Veldouine 6 ปีที่แล้ว

    Just found your channel. This video was super interesting. Subscribed!

  • @Setmose
    @Setmose 2 ปีที่แล้ว

    I really like the AI in Doom 2016. In Doom Eternal, Hugo Martin evolved the "push forward combat" scheme into "the fun zone". I think that Doom Eternal could have been improved upon in a few ways. 1) In Doom Eternal, the demon-demon combat is ubiquitous, but also fake and only for show. Put it back the way it was in Doom 2016. 2) Because Doom Eternal increased the player z-factor so much with Monkey Bars and Meat Hook, it feels like looking down on the combat arena with all demons, except the flying Cacodemons and Pain Elementals, milling about in a mosh pit. It would have been cool to give at least one demon class the ability to also use the Monkey Bars, so that the player feels like they are being chased around the arena more desperately. 3) Demons should use cover to some degree, it vastly helps the immersion. 4) Demons should have at least a couple of tag team options. In Unreal Tournament III, there is the Plasma Rifle: you can boost a team mate's plasma fire if you quickly hit him with your own plasma stream, which gets sucked into his gun and doubles his output. Even more than two can be chained, but the opportunities are rare. If Eternal demons had something like this among themselves it would create much greater tactical issues and increase the immersion a lot. The Spirit Demon in the expansion packs goes a little way in this direction, as do the Buff Totems. 5) The Hologram in Doom 2016 was fun. That could have been continued.

  • @TheJege12
    @TheJege12 6 ปีที่แล้ว

    I absolutely love this video, oh my god
    Gonna watch all of them!

  • @palaceofwisdom9448
    @palaceofwisdom9448 5 ปีที่แล้ว

    Great video. The best AI goes unnoticed, and this helped me appreciate the effort that went into making this game work so well.

  • @Arcodus
    @Arcodus 6 ปีที่แล้ว

    This was a good, informative video :)
    I don't recall 20 minutes passing this fast before!

  • @ScoutOW2
    @ScoutOW2 6 ปีที่แล้ว

    Wow this is perfect! And perfect timing too! Thank you so much!

  • @vayneinsane
    @vayneinsane 6 ปีที่แล้ว

    As someone who's attempting an Ultra Nightmare playthough this was an extremely insightful episode and how the hoards of hell work underneath the hood.

  • @HartleySan
    @HartleySan 6 ปีที่แล้ว

    That was really fascinating and interesting. I'm always amazed at the amount of technology and effort that goes into making games like this. Really amazing. Thanks.

  • @sean5419
    @sean5419 4 ปีที่แล้ว

    I forgot about Rage. That was the first game I ever downloaded to my xbox 360's hard drive from the disc.

  • @SdisticDrummer
    @SdisticDrummer 6 ปีที่แล้ว

    First video I've seen of you'res... Love your breakdowns and technical discussions about the game.... I'll be subscribing and watching more... Keep it up.

  • @alexbranch70
    @alexbranch70 5 ปีที่แล้ว

    Now that you point out how fookin awsome the ai is im very tempted to spend another day just installing doom again.

  • @Ockerby
    @Ockerby 4 ปีที่แล้ว

    Amazing! Nothing is trash - and everything that a project hinges on are the fundamental core concepts that the game must keep in context. (Push-Foward Combat, etc) Even a bad game design, if a new team can fully extract the best parts of that old game design and concept, can create something fantastic (Glory kill mechanic in "DOOM 4", into DOOM 2016). The DOOM 4 concept could be created into something great as well, but the fundamental core gameplay mechanics and game design would need to be reorganized. But it could never be "DOOM", it would have to be something else entirely.

  • @pinodevideos
    @pinodevideos 6 ปีที่แล้ว

    Dooms combat pillars just make up one big pillar and it is that the player feels
    -Power
    -Indiviuality
    -Speed
    -Distinctiveness.

  • @swanclipper
    @swanclipper 5 ปีที่แล้ว

    i bought this game on steam when i had a PC that couldn't even play it. it was 2 years later i had the ability to even have it playable. best. investment. ever.
    DOOM is still DOOM and i'm determined to get Eternal. even if i have to wait again.

  • @theenemy333
    @theenemy333 4 ปีที่แล้ว

    "Demons can not start a new attack behaviour during a glory kill" Is this still true on Nightmare difficulty? Its a known tactic to avoid glory kills on nightmare specifically because you give a chance for demons like imps or soldiers to to charge an attack. I've lost count how many times if done a glory kill only to get hit by a charge shot as soon as the animation ended

  • @joebender9052
    @joebender9052 6 ปีที่แล้ว +1

    Call of Doomy: Martian Warfare

  • @MrOharaj
    @MrOharaj 5 ปีที่แล้ว

    All that work and brutal doom is still one of the best games released in the past decade

  • @samghost13
    @samghost13 6 ปีที่แล้ว

    Take a look at the Snap Map and you will discover the AI System in id's full glory!

  • @crabs4sale825
    @crabs4sale825 6 ปีที่แล้ว

    Damn, had no idea how sophisticated some of the AI can be in games, much less DOOM. Thanks for sharing!

  • @Tucher97
    @Tucher97 5 ปีที่แล้ว

    Doom where few enemies will fight from a distant and the rest will punch you

  • @GeorgeD1
    @GeorgeD1 6 ปีที่แล้ว

    The framerate drops of the DOOM footage are killing me!

  • @GrizzleMarine
    @GrizzleMarine 6 ปีที่แล้ว +1

    Hey man might be a shot in the dark but love you understanding and passion for the AI in games like Doom and how epic they are. Myself and a few other nooby but passionate developers are working on a passion project that we would like to incorperate AI wildlife and monsters within the game like Doom. If you fancy just hearing me out on it and fancy working on somthing like this please feel free to hmu.

  • @Zikar
    @Zikar 5 ปีที่แล้ว

    I never realised that Doom's AI had some much going on with it.
    I guess it's like most things in entertainment, you don't really notice it if it's working well, you just know that the overall experience was really enjoyable.

  • @drezee7173
    @drezee7173 6 ปีที่แล้ว

    Thank you for the video! Quite informative and curious how these concepts I've come across some of these concepts from other areas

  • @robertstan298
    @robertstan298 6 ปีที่แล้ว +1

    Inverted crosses AND inverted cover tactics!

  • @outtabubblegum7034
    @outtabubblegum7034 6 ปีที่แล้ว

    I'm a programmer and a chess teacher. Loved your references to chess in DooM.

  • @KevinCastillo-hh1fn
    @KevinCastillo-hh1fn 6 ปีที่แล้ว

    Awesome video :D, lots of interesting info thanks

  • @ItsMrFresh
    @ItsMrFresh 6 ปีที่แล้ว

    Great video, really fascinating :)

  • @davidsirmons
    @davidsirmons 6 ปีที่แล้ว

    (goofy placid grin) Ahhh.....Brutal Doom. It brings the original Doom up to the level of kickass awesomeness today that doom was way back then. I can't even play original doom any more, Brutal Doom is so damned perfect.

  • @BackfallGenius
    @BackfallGenius 6 ปีที่แล้ว

    That was hugely informative. Great video!!

  • @SkrapMetal84
    @SkrapMetal84 6 ปีที่แล้ว

    everyone knows that if it wasn't for Brutal Doom this game would have been so much more different to what it is now.

  • @AdamJee923
    @AdamJee923 6 ปีที่แล้ว

    Great in depth video thanks

  • @ArchCone
    @ArchCone 5 ปีที่แล้ว

    I love this series.

  • @Immorpher
    @Immorpher 5 ปีที่แล้ว

    Wow I hope ID doesn't lose those programmers who tweak and develop this AI system. They won't be able to replace them easily. I hope they are being paid well.

  • @jowdaysimgen4450
    @jowdaysimgen4450 6 ปีที่แล้ว

    Beautiful. Great work mate!