DEVLOG: July 12, 2024

Series of developer diaries for Six Days in Fallujah.
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AmperCamper
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DEVLOG: July 12, 2024

We’re back with our next DEVLOG in a series of diaries covering our most anticipated feature—Fireteam AI. We expect to begin showing video of this later in the month. In the meantime, today’s showcase discusses the very distinct combat formula in Six Days that has been missing from “squad-based” shooters over the last 20 years.

Please remember all assets shown are currently a work-in-progress.

Traditionally, Fireteam AI command and combat offer players significant periods of downtime to observe, orient, decide, and finally, act. Your favorite Ghost Recon and Rainbow Six games (and even more recent titles) offer players all the time in the world to order teammates to choke points, snake cameras under doors, operate drones for recon, and eventually, execute your battle plan. There’s little pressure or sense of urgency to their gameplay loop—simply take your time as you decide the flow and rhythm of combat.

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Over 100 Marines, Soldiers, and civilians we spoke with made it very clear to us that this is not how real-world combat works (and it’s not even close). As a result, combat and command absolutely doesn’t wait for you in Six Days. Urban combat cannot be paused, and players in Six Days are required to make the same split-second decisions as those who participated in the battle.

Our desire for authenticity has created a combat formula that pits players against a new type of enemy. Fallujah’s insurgents don’t abide by the same combat rules set by Ghost Recon, Rainbow Six, or even Ready or Not. And it’s important to remember you’re fighting in unknown territory, engaging an enemy that knows the geography. You’re being stalked by an enemy who will hunt you down anywhere on the battlefield, and you might not even know it until they’re 5 feet away. Or, they might just lie in wait to ambush you.

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Insurgents are constantly moving against players, anxious to surprise and disrupt their efforts. Ambushes are set up dynamically outdoors, behind buildings and cover points. Open areas may look safe at first glance, but close and medium distances are equal opportunities for traps. Players may be lured in by patrolling insurgents, too, which will require more observation and decision-making than before.

The enemy in Six Days will not give players the luxury of opening radial menus to issue orders to friendly AI. Combat happens in an instant, and you will have a few seconds, at most, to observe, orient, decide, and act.

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This is one of the reasons we’ve created the Go! Command—The Go! Command makes it as easy to issue orders to your team as it is to fire your weapon. Just aim, push the Go! button (with or without a modifier) and your team will instantly perform powerful tactics to help you neutralize the threat.

Six Days in Fallujah is not like classic Rainbow Six, Ghost Recon, Ready or Not, or any other squad-based shooter so far. So, think quick! Your team is depending on the choices you make.

As a reminder, we’re planning a roadmap re-factor after we’ve released our Fireteam AI feature. Feedback from one of our most anticipated features will inform our next steps, alongside our much larger development and content plans.

Join the community conversation and offer us feedback on our official Discord server!

https://discord.gg/SixDaysGame
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Kean_1
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Re: DEVLOG: July 12, 2024

Hopefully the revamp of the roadmap doesn't show the console release pushed out too far but I'm happy to see the game still progressing in a positive direction even if slower than anticipated.

I actually like some games with the more "turn based like" pacing including those like mentioned that give you time to think (early R6 games for instance.....miss that soul swapping feature). ....then again, I also like the on-the-fly concept which sounds like it's really more like playing with friends / live players you you expect to think for themselves and can react with quick direction.

Although I doubt I'll ever play this game without friends (so many of us are waiting or a PS5 release), I'm still very interested to see the progress on the friendly AI.
banalfield
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Re: DEVLOG: July 12, 2024

very good. single player ai team mates is my most anticipated feature. when all features are implemented i'd love to see improved character models too
SelfTrainedMarine
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Re: DEVLOG: July 12, 2024

what does it means? because i checked the game and there are still no AI teamates. what about the actual campaign? will it take years to complete?
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