The summary of ‘Approaches to designing projectiles for players and AI – Chris Proctor || Bungie ||’

This summary of the video was created by an AI. It might contain some inaccuracies.

00:00:0000:28:29

The video primarily explores the intricacies of weapon and aiming mechanics in first-person shooters, particularly comparing "Destiny" and "Halo." Chris Proctor, the weapons feature lead on "Destiny 2," delves into hit scan projectiles (which impact instantly) versus slow projectiles (which require timing and can be dodged). The discussion also addresses weapon mechanics like auto aim and magnetism in "Destiny," highlighting their roles in ensuring shot accuracy and aiding gameplay fluidity.

The video further examines AI behavior with accuracy metrics, tracking, leading targets, and the balancing of projectile speeds to maintain gameplay fairness. Real-life examples include "Destiny's" Hive Boomer and Fighting Lion, as well as "Halo's" complex AI systems, like Jackal snipers and advanced tuning in "Halo Infinite."

The speaker details the design and balancing challenges of various unique weapons, noting differences in development resources between "Destiny" and "Halo Infinite." Player responses and adaptations using different input methods (mouse & keyboard vs. controllers) are discussed, as well as how AI aiming adjusts based on difficulty and player movement. Important aspects like projectile geometry, burst firing, and managing auto-aim and friction are addressed, underscoring the comprehensive effort to create balanced and engaging shooter gameplay experiences.

00:00:00

In this segment, Chris Proctor, the weapons feature lead on Destiny 2, discusses the differences between hit scan projectiles and slow projectiles in first-person shooters like Destiny and Halo. He explains that while hit scan projectiles impact instantly and are optimized for performance, slow projectiles require better timing and can be dodged. He also highlights that in Halo, players and AI use the same weapons, whereas in Destiny, they use entirely different weapons. This differentiation in design between the two games is explored along with the reasons and challenges behind using these different types of projectiles.

00:03:00

In this part of the video, the focus is on different types of weapon mechanics in gaming, specifically hit scan and slow projectile weapons. Players familiar with hit scan weapons excel at precise and timely aiming, such as hitting opponents’ heads, whereas using slow projectile weapons involves skills like predicting enemy movements and exploiting trajectory for splash damage. Examples include the Hive Boomer weapon in “Destiny” with its slow, arcing projectiles and the Fighting Lion grenade launcher that requires remote detonation for maximum effect. The discussion also touches on enemy AI using hit scan weapons, highlighting how it creates a more dynamic and balanced player vs. environment (PVE) scenario by introducing variety and requiring the AI to use player-like weapons effectively. In games like “Halo,” this demands high-quality support to ensure consistent and challenging gameplay.

00:06:00

In this part of the video, the discussion focuses on the aiming mechanics in Destiny, comparing it to Halo. It details two key components: auto aim, which corrects bullet trajectories, and magnetism, which keeps your reticle on the target. Auto aim is available on both controllers and mouse & keyboard, while magnetism is exclusive to controllers. Hit scan projectiles ensure shots hit the target even with latency issues.

The video emphasizes encouraging precise aim and good recoil management, pointing out that holding the trigger too long leads to inaccuracy. Hit scan mechanics facilitate a “run and gun” style, allowing movement while landing shots effectively.

Additionally, the video covers slow projectiles, which include systems to lead the target slightly and features like projectile steering and tracking. Steering involves complex movement paths, while tracking directly targets the enemy. Depending on speed and size, projectiles can be either client or server authoritative to ensure consistency across players’ screens.

00:09:00

In this part of the video, different approaches to managing projectiles in a game are discussed. The options include:

1. Dumbfire: Projectiles go exactly where aimed without any tracking capability.
2. Aggressive Tracking: Also known as delayed hit scan, where projectiles hit targets aggressively if locked, regardless of their speed unless targets move behind cover.
3. Balanced Tracking: This is challenging in PVP scenarios as it requires careful balancing to avoid frustrating players.

The segment highlights three essential skills for handling projectiles:
1. Target Prediction: Players must master leading projectiles and understand trajectories, which could be affected by factors like gravity or projectile bounce.
2. Geometry Awareness: Players use splash damage and need to know how projectiles bounce, involving mastery over bounce friction coefficient and surface interactions.
3. Tracking Projectiles: Involves understanding weapon lock times, grace time for maintaining locks after target loss, and exploiting these mechanics.

Examples include:
– The Mountaintop grenade launcher, which fires in a straight line and is effective with direct hits or splash damage.
– The rocket pistol, set to release in season 23, which aggressively tracks targets and showcases these principles in action.

00:12:00

In this part of the video, the speaker discusses the mechanics and player sentiment surrounding the “Osteo Striga” exotic submachine gun. They explain how its projectiles have strong tracking but are balanced by easy dodging and minimal grace time for tracking disengagement. Initially, players viewed the weapon as overpowered in PvP, calling it a “legal aimbot,” but data showed it to be less effective compared to other exotic submachine guns, leading to general acceptance. Conversely, in PvE, the weapon performs very well as AI enemies struggle to dodge the projectiles. The speaker then transitions to talk about AI aiming in Halo, detailing how AI aiming behaviors are controlled and adjusted based on difficulty levels and other parameters.

00:15:00

In this segment of the video, the speaker discusses various aspects of AI aiming with slow projectiles and their accuracy. Key points include:

– **Accuracy Metrics**: How close AI shots are to the target.
– **Target Tracking**: AI’s ability to follow a moving target.
– **Target Leading**: AI’s ability to predict and aim where the target will be, considering the projectile’s travel time.
– **Projectile Speed Scaler**: Adjustment of projectile speed to alter difficulty.
– **Projectile Tracking Scaler**: How accurately projectiles follow the target once fired.
– **Burst Geometry**: Firing in bursts where initial shots may miss, but subsequent shots hit the target.
– **Player Skills Encouragement**: Reaction time, dodging, deflecting or shooting projectiles, and using power moments (e.g., using a grappling hook in Halo Infinite to catch and throw back an explosive).

This segment highlights the importance of AI behavior tuning in enhancing game challenge and player experience, distinguishing between slow projectile dynamics and hit scan projectiles, where AI accuracy increases the longer the player is in view.

00:18:00

In this segment of the video, the speaker discusses the mechanics of hit scan weapons versus projectile weapons in games, specifically referencing Halo. They highlight that hit scan weapons provide little warning to players since projectiles aren’t visible, and emphasize players’ responses, like taking cover. They explain how AI accuracy has historically been handled in Halo, noting that Jackal snipers in Halo 2 have a predictable pattern on different difficulties.

The video then shifts to advancements made in AI systems for Halo Infinite. The AI now aims at a virtual target attached to the player, which adjusts based on the player’s movement. This system means that a stationary player will be accurately targeted, but a moving player can potentially dodge shots by erratically changing direction. The speaker illustrates this with examples, noting that this new system requires players to understand AI behavior and manage cover, with difficulty levels affecting precision requirements.

00:21:00

In this part of the video, the speaker concludes the discussion on the creation of slow projectiles, highlighting that it is resource-intensive in Destiny, requiring significant PL and design time. In contrast, creating the system in Halo Infinite was less expensive, although it involved massive data entry for each weapon and character. The speaker describes various unique weapons and their challenges, such as the OST Reger, submachine gun rocket pistols, remote detonation grenade launchers, and Halo AI examples like the stalker rifle and skewer.

They also address questions about managing adhesion and friction for slower projectiles, confirming they adjust the magnetism auto-aim ranges accordingly. Auto-aim is enabled on all platforms for both mouse and keyboard, and controllers, with specific balancing mechanisms for different platforms and input methods. The speaker notes that mouse and keyboard players typically have a significant advantage.

00:24:00

In this part of the video, the discussion centers around differences in aiming and shooting mechanics between mouse and keyboard users versus controller users in games. It is noted that while mouse and keyboard users may have an edge, certain use cases favor controller users. Additionally, for Halo Infinite, systems are in place to manage the number of AI firing at the player and the frequency of high-threat attacks based on difficulty levels. The AI aiming strategy includes mechanisms for high-damage weapons to either hit consistently or miss initially, while rapid-fire weapons have a hit chance that determines accuracy. The video also covers how AI aiming adapts to player movement, with stationary players being hit more reliably by the AI.

00:27:00

In this part of the video, the speaker discusses the accuracy of enemies under different conditions. Initially, there may be a 50% chance of being hit, which increases to 100% if exposed for five seconds. On easier difficulties, enemies miss most of their shots. The speaker then clarifies that each enemy has its own targeting system, with individual settings for spring strength and damping, meaning multiple enemies will each have their own separate targeting mechanics. The segment ends with the speaker thanking the audience and concluding the talk.

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