Unity ? Rogue Agents
Chris Carter from Destructoid gave the game 7/10, praising the new movement system, likable lead characters, iconic setting, smooth animation and improved draw distance. New additions such as character customization and huge crowds were also praised. However, he criticized the predictable story, technical issues, and the mission design of co-op multiplayer, as it is impossible to play some missions solo. He stated that "Unity feels like a step back. ... It lacks that grand sense of roaming the uncharted seas in Assassin's Creed IV: Black Flag, or even the open-ended feel of the wilderness in Assassin's Creed III, but it's a journey worth taking if you're already into the series." Tom Bramwell from Eurogamer gave the game 7/10, praised the setting, rich content, inspiring story and interesting side-missions. However, he criticized the over-familiar and unimaginative mission-design, overzealous auto-correct system in the free-running mechanics and the lack of weapon customization. He described the game as a "missed opportunity".
Unity – Rogue Agents
This caused dissatisfaction in some video game community outlets. Brenna Hillier of VG247 noted how there were nine development teams working on the game, and said "Ubisoft has here trotted out a tired, stupid, constantly refuted excuse for why it has perpetuated the cycle of sexism and under-representation in the games industry." Tim Clark of PC Gamer made note "that previous Assassin's Creed games have had playable women as part of the multiplayer component, and that Brotherhood had you supported by on-call assassins, many of whom were female, so it's hardly like it can't be done." Clark also looked to the way Amancio and Therien answered the question and felt how they referenced "how much the team wanted to include playable female characters suggests... that this is probably a decision which hasn't gone down well internally." Former Assassin's Creed designer Jonathan Cooper responded by saying, "In my educated opinion, I would estimate this to be a day or two's work. Not a replacement of 8,000 animations." He also revealed that Aveline de Grandpré, the female protagonist of Assassin's Creed III: Liberation, "shares more of Connor Kenway's animations than Edward Kenway does." Fans also created petitions urging Ubisoft to change their stance. Additionally, former Assassin's Creed game designer Patrice Désilets commented that Amancio's reasoning was valid, but that Ubisoft should put in the effort to let players have gender options.
Amidst the community response, Insomniac Games published a video of their then-upcoming game Sunset Overdrive. Taking a community question "Can you play as a female character?", the presenter answers positively while the player character is shown as a female dressed up to resemble Ezio Auditore.
So, when I set layers back to Everything, I noticed that the hole got bigger. That made me wonder which colliders were being included in the build. So, in NavMeshSurface after collecting sources ( -Technologies/NavMeshComponents/blob/master/Assets/NavMeshComponents/Scripts/NavMeshSurface.cs#L341) I printed out each source collected. This led me to find a rogue collider on a non-player object (the VR SDK head, to be exact) that was not in an ignored layer. Adding this rogue collider to an ignore layer fixed my issue.
Dusty is desperate to meet with Mira, the reporter, and tell his story, but he leaves her when Travis tracks Dusty down during the meeting. Travis takes Mira under his wing, protecting her from the two rogue agents and helping her set her sights on the answers about Operation Unity. Meanwhile, Travis has to balance all his adventures with trying to be a good grandpa to his granddaughter, because his own daughter was frustrated with his frequent absences in her own childhood.
BLACKLIGHT delivers plenty of action sequences. However, aside from the fun and highly impressive mayhem in the garbage truck chase, most of the plot consists of run-of-the-mill shootouts that stir little genuine excitement. The movie is also thinly plotted, with no explanation ever given for what Operation Unity actually is. Also, the two rogue agents chasing Dusty and Travis are just cookie cutter bad guys.
"We're extremely excited to continue our journey as a team together with Rogue," Maniac tells ESPN.com. "I have been in contact with [their CEO] Frank for quite a while and always felt that he was a genuine person so as soon as the opportunity to join forces with him came along, this was something we had to explore. We look very much forward to cooperating with Rogue and we'll do our best to honor their trust."
Since Quantum 2.0 navmesh agents are split into multiple components. We noticed that developers working with navmesh and steering want to control the final movement result, which makes a lot of sense, because it often is so vital to the game experience. The new navmesh agent parts should help developers to pick a combination of navmesh support without losing multi-threaded performance and without executing unneeded parts or wasting unneeded memory.
The NavMeshAvoidanceAgent requires both the NavMeshPathfinder and the NavMeshSteeringAgent components which need to be Set() on an entity prior to this component. This agent performs avoidance computations to avoid other moving agents (HRVO) by using priorities and filtering with masks and layers. Initially set by the NavMeshAgentConfig priority, mask and layer can be changed during run-time on the component.
NavMeshAgentConfig.MaxRepathTimeout is the time in seconds that will trigger a agent path-finding when a waypoint is not reached in this time. This is more of a fail-safe to mitigate stuck agents. Set the value to 0 to disable.
Enable the waypoint reached detection help NavMeshAgentConfig.EnableWaypointDetection when you notice agents are having trouble reaching waypoints (for example due to slow rotation speed or avoidance). The subsequent parameter Axis Extend and Axis Offset are defining the waypoint reached detection axis (black line). If an agents enters the yellow zone, the waypoint is considered to be reached.
NavMeshAgentConfig.StoppingDistance and AutoBraking are applied at the agent that is approaching the final target. StoppingDistance is the absolute distance that the agent stops in front of the destination, setting this value helps the agent to stabilize and not overshoot. The agent always stops when the remaining distance is less then the agents current movement distance per tick.
Agents can potentially have a bigger radius then the MinAgentRadius of the navmesh. Quantum supports this by moving the agent waypoints further away from the border but this makes clamping the agent to the navmesh much more complicated and the parameter ClampAgentToNavmeshRadiusThreshold helps to chose which technique should be chosen. Increase the radius when smaller agents tend to move outside the navmesh.
It's no secret that the game contains what have been called time-travelling missions. What happens here is that Abstergo comes looking for a rogue agent in the system - you - and the Assassins create a server bridge, jumping you to another server to keep you safe while Abstergo performs its sweep. They can't just dump you in a live simulation somewhere else or you'd be detected straight away, so they hide you in out of the way bits of code - unstable, unfinished simulations of Paris in other time periods, as it happens.
This happens three times during the main storyline and each time it's pretty rad, but later on you can optionally go back and explore the unstable code to find useful data for the Assassins, and rescue trapped agents. Practically, this results in you playing obstacle courses to collect as many checkpoints as you can in a limited amount of time, earning a cash bonus for use in the main game. Each of these rift missions can be repeated several times, and doing so will net you encyclopaedia entries that add to the franchise lore.
Former field surgeon, Lori Baker was deployed in the first wave of agents in New York City. She slowly lost her confidence after witnessing the effects of Green Poison and resolved that the only way to stop it is to eliminate sick and dying.
To locate rogue agent Termite, agents must clear several control points, bounties and missions in Downtown West, West End and also complete remote operations of Camp White Oak and Manning National Zoo.
Titan was a former wild-lands jumper turned emergency recruit to the Division when Manhattan was ablaze. After a smoke inhalation injury, Titan underwent a "revelation" and decided that humanity had gone too far and that he wanted to restart the Earth. After Titan broadcasted this message, Keener found him and recruited him for a rogue cell.
Your story in the game begins with you playing the role of an aspiring MI6 agent who is cast out of Her Majesty's secret service due to excessively brutal tactics. As the story unfolds, you become the rogue agent known as GoldenEye. He's one of the only new characters in the entire story, because almost everyone else in the game will be familiar to fans of the Bond legacy. He is inspired in many ways by Alec Trevelyan, the MI6 agent gone bad from the film GoldenEye.
Goldfinger and Dr. No were chosen as the key villains in Rogue Agent for multiple reasons. They're two of our team's personal favorite Bond villains, they possess very unique personalities (great for crafting a compelling story), and they literally are two of the most popular villains of all time. The game is not retro in style, although we are definitely tapping into the legendary characters and locations that Bond fans are familiar with and just haven't had an opportunity to experience yet in a game.
Will the young lord ever be able to end the cycle and defeat the king? Will that truly even end the cycle of endless fighting? Who is this woman claiming to be a goddess and why is she helping us? All of these questions and more will be answered in my (currently) untitled rogue-lite game in development!