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We Happy Few - Welcome to Wellington Wells, you Saucy Minx

Created by Compulsion Games

A game of paranoia and survival, in a drugged-out, dystopian English city in 1964. From the studio that brought you Contrast.

Latest Updates from Our Project:

Update #73 - Hotfix released and groovy wallpapers!
over 9 years ago – Mon, Sep 19, 2016 at 10:43:22 PM

Hey all,  

Last week we released an update on Steam and GOG, which contained some very sneaky crashes. With your help we were able to locate them and fix them and we are happy to say that a hotfix is coming out today!  

Because of those crashes we decided to hold off on releasing the Xbox One update, and we will instead push it next week. In other news, this week we learned that we made it to the top 20 finalists of the Future of StoryTelling Festival in NYC! If you enjoy We Happy Few and would like to support us, you can give us a vote here!

Art Team  

Emmanuel  

This week, other than coming back from France and the superstar lifestyle, I had the time to start blocking a new story location! I added at the same time some new modular offices set pieces like fancy stairs and huge ceiling lights.

 

Sarah  

Hello darlings, I won't bore you with all the little things I made this week for marketing purposes, instead I would like to take you on a thrilling journey through wallpaper land. I made some new wallpapers for the Village homes, ranging from geometric shapes to floral explosions. Making these tilable babies as seamless as possible was tricky, especially the floral ones, but overall I'm very pleased with the how they turned out.

The geometric pattern below was sent to Marc-Andre as an alpha with a little menu, so that the environment artists can easily toggle between colour palettes, depending on a Wellie or Wellette's decorative taste. They'll take up less space in the engine this way, so that's pretty sweet (credit to Marc-Andre for finding ways to manage my pixel hoarding habits). Other than that, I've been looking over the inventory screen in the menu, and I'm looking forward to sharing that with you guys soon!

 

Marc-Andre  

This week, I am following up on my article from last week on our production pipeline for art assets at Compulsion. I hope it serves as inspiration for fellow digital artists and for the rest of you, as an interesting piece of knowledge. It’s always fun to discover how things are made. Since this is a follow up, you should definitely check out the first part right over here. It goes over roughly half of the production steps, including concept, planning, modeling and UV mapping.

After you’ve done the UV mapping, you are now ready to proceed to the texture baking stage. No, our 3D models aren’t cooked in ovens (although I’d pay a lot to see it happen). They are cooked inside Autodesk Maya LT 2016, one of our most used piece of software. Emmanuel, my fellow environment artist, and I bake textures using the Turtle Renderer plugin (integrated - but not activated by default in Maya). Baking textures means transferring details from a high poly mesh to a low poly mesh. In our case, we want to transfer normals (relief) detail as well as occlusion detail (spots where the model should appear darker, such as crevices and near the ground). Since We Happy Few uses almost no dynamic shadows (too expensive in a procedural game), we heavily rely on occlusion to unflatten lighting on objects.

After we’ve got the normal and occlusion textures, we head over to Substance Painter in order to create dirt maps. Dirt maps basically tell the computer where dirt should be added on the models. Common areas for dirt are often similar to occlusion: you want dirt in the crevices and where the model hits the ground.  

After we’ve got all three textures created, we import everything inside Unreal Engine 4. We have material presets and textures we can then use to create the final result that you guys see. There are four main properties to consider: base color, roughness, metalness and normal details. Base color is the diffuse color of an object. Roughness is the reflectivity, metalness is how much ambient light bleeds onto your model and normals, as talked about earlier, define the relief of the model beyond its geometric detail.

 

The material editor in Unreal Engine is node based and therefore consists of linking a plethora of nodes together to create materials with different properties and parameters. I could spend weeks writing on this but my article is already getting pretty long, so let’s move on.

 

 

I’ve also been working on creating other assets we’ve been missing, such as a new wardrobe, a couch and outdoor table and chair. These last two have texture variants. The painted one is intended to be used in the Village whereas the rusted steel is to be used in the Garden District.

 

WORKFLOW REVIEW:  

In the following weeks, I will take a look at my current workflow. Because of the amount of work I’ve been doing, I haven’t had much chance to test new plugins and update my Maya and Unreal shortcuts list and tips. I will take action and bring it up to date as well as add new tools or automations to make my work process even faster so I can produce better stuff in a lesser amount of time. Expect an update on this in the following weeks. I’ll try to not get too technical so everyone can follow, but that’s always difficult to do because of the specialized nature of our work.

Animation Team  

Remi  

Hey everyone! This week I worked on wildlife! It’s been awhile since we wanted to add some critters in the game, but couldn’t find the time to make them. Finally, I was able to start working on a rat. We thought it would make sense to have them wander in the streets since we showed one in the piñata scene. So I completed the rigging and started a few animations. We decided to go with the basics first. I made two idles and a run cycle. With only three animations, we are able to create a very simple AI behavior. He will stop at random places playing the idle animations until a character comes close enough to scare him running out using the run cycle. We will soon be adding more animations to make him more believable and react to different types of environments.

Until then, here are the first animations:

Vincent  

Apart from paperwork to get my visa in order (I am a FRENCHMAN) and storyboarding secret scenes, I got a bit of time to start working on the turning animation for NPCs. For now most of the time they are just rotating on the vertical axis, which breaks my heart everytime I see it, even though no-one seems to care! I tried to make it work a bit better, but it’s not as simple as it seems… yet you might start to see characters turning to face you in a bit more natural manner one of these days ! 

Oh, and someone asked me to draw funny dudes for job offers. 

Design Team

Mike  

Hey  

This week I worked on “porting” the script from existing levels into our new “StateQuest” system. This should fix a lot of issues with the encounters, namely all the save game issues! Thanks to this new system, scripts became smaller and easier to work with. For instance, this is the before and after of “Where’s the Power?”:

...and it has far fewer bugs than before! See you next week!

Compulsion Team

Update #72 - Surprise Update!
over 9 years ago – Fri, Sep 09, 2016 at 11:31:34 PM

Hey everyone,  

In our schedule we had planned to release the September update next week but it is stable to enough to be released today, so, surprise!  

The update is currently on the main branch of Steam, and on GOG. We have submitted the update to Microsoft as well and it should be up in the next few days on Xbox One. You can read the patch notes here!   

Keep in mind that you should start a fresh new game after every update or it will create a lot of random issues. This isn’t ideal but it is temporary, at least until we can finish working on the compatibility system.

Narrative Team  

Alex  

I decided it was crucial to spend two weeks walking around London and eating meat pies in pubs.  

Also, to spend a night in a hotel inside the Avebury stone circle. And visit the White Horse of Uffington. And the chalk cliffs of Eastbourne. I’m bringing back a slew of reference pictures for Whitney and the art boys, so some of these may wind up one way or another in the game. I’ve also got some ideas for more things Bobbies can say to each other. Very hard, painstaking work, you understand. There’s nothing we won’t do for authenticity.  

For some reason all this is considered “vacation,” so don’t worry, your Kickstarter/Early Access dollars did not pay for it…

 

 

 

Design team  

Vince  

Hello everyone! This week with the design team we started learning the new quest system that the programmers have been working on. We are going to use this to handle all of the game’s quests. We are going to be spending a fair bit of time transfering all of our encounters to this new system in the coming weeks, but it will be worth it as it will greatly reduce quest progression bugs and it will take us less scripting and debug time so we can really focus on making more quests and build a bigger and better Wellington Wells for you to explore. So, nothing really exciting to show this week, but everyone will be glad that we took the time to do this in the long run. Stay tuned!

Mike  

Hey! This week I mostly worked on “porting” the script work we have to the a new quest system the programmers have created. This is gonna fix a bunch of bugs, and accelerate Level Designer’s workflow at the same time - So we spend less time dealing with issues and more time building cool stuff! New underground level:

I also added some new decorators (things that allow for variation in how the street looks, eg signs or flowers) that can spawn on the street, and started to integrate Marc-André’s archways structures:

 

 See you next week!

Animation team  

Vincent  

Ahoy! I’m back after a pretty long vacation. All ready to start the sprint toward release with all the Compulsion fellas!  

I’m starting right away on some secret storyboarding for some crucial scenes in Arthur’s playthrough. That kind of scene is pretty important to plan in advance, and storyboarding is a really nice tool to support discussion, as it helps us to agree on the direction we want to take the scene!  

PS: While away, I had us covered for marketing in the prairies.

Art Team  

Whitney  

We are currently working on upgrading and developing more Village homes, so this week I continued researching British 60's kitchen furniture and interior color schemes and layouts. I also did some research on how to approach some of our cinematic locations, including our major final location. Here is the design for the Wellington Wells "Compliment Machine" - a robot designed to make you feel great about yourself by lavishing you with compliments.

 Marc-André

At the beginning of this week, I completed the new medieval arches for the Village. These will allow us to break up the visual space and add variation to the world. I've had some help from Mike to get them to spawn in the Village islands. After that, to replace some of the game’s oldest props, I’ve been creating a new complete high-quality kitchen furniture set for the Village. New furniture ranges from cabinets and shelves to a sink, oven and fridge. This new set is very flexible. It has been created in a modular fashion and can have its colours easily altered to match multiple color palettes. When the player interacts with furniture to gather loot, drawers will visually open to give additional visual feedback. As always, the set is optimized both in polygons and in texture memory. When creating sets like this, multiple steps are involved.  

  • 1. Reference/Concept: First, I was given references to work from (pictures of actual kitchen furniture in the style we want). As with always, it is important to use these as inspiration and alter them to avoid carbon-copying them. Copyright is important and we therefore can’t use existing furniture exactly as-is. 
  • 2. Planning: The second step was to determine which dimensions I wanted to use for the modular system. In this case, it was quite easy because I was instructed to match the new set with the dimensions of the old one. Modules range from 50 centimeters to 1 meter, which translate to 50 and 100 Unreal units. That way, modules can be effortlessly snapped inside of houses next to each other. 
  • 3. Modelling: After I know exactly what I need to do, I progress to the modelling stage. This is where I sculpt the various furniture inside of Autodesk Maya LT. I concentrate on shape, size and form.
  •  4. Baking preparation: After the modelling is done, I start to optimize the meshes and prepare them for texture baking of the normal map (gives illusion of high detail on a low-polygon model) and ambient occlusion (surfaces that are near together appear darker, accentuating relief). I separate the different objects I am creating, remove duplicate areas (ex. clones of the same cabinet door) and create new meshes that are going to tell the computer later on what areas are to block light/create occlusion. These are walls and cabinet doors. To help me visually differentiate these block-light meshes, I set them to a red color.
  •  5. Geometry optimisation: Now, the models’ geometries needs to be optimized. There is a very high amount of polygons on the models I created earlier. I keep a copy of the existing high poly version in another folder; we’ll need it later on. I try to keep as much of the original shape as possible while greatly reducing the amount of polygons. Now that I’m done, I went from 73414 polygon triangles to 14227 polygon triangles – not bad! However, some very important details have been lost. We will recuperate them later. 
  • 6. After geometry has been optimized, I map the UV space by flattening the meshes onto a 2D plane (much like unfolding an origami into a flat sheet of paper). This will allow me to apply textures correctly to the 3D models.

Next week: texturing!  

Thanks for tuning in!  

Compulsion Team

Update #71 - A Blast from the Past
over 9 years ago – Sat, Sep 03, 2016 at 12:26:51 AM

Hey all,  

We are preparing the last touches on the September update which we plan on pushing on the PREVIEW branch very soon. As you know by now, we test the updates on the preview branch to test if it contains any major game breaking issues before pushing it officially on the main branch of Steam, GOG and Xbox One. We are planning on pushing it officially in around 10 days or so, and we will keep you updated!  

As a reminder, when we push an update it is always recommended that you start a fresh new game, as using an old save with a new update can create issues. Over time this will become less frequent, but it is difficult for us to predict how save games will be affected.  

Otherwise, here is what we have been up to this week!

Art Team  

Marc-André  

This work week has been shorter than usual on my side (curse you, colds). My tasks have mostly been about completing / polishing stuff I have already been working on.

In We Happy Few, all the buildings in the Garden District have so far been using the same two wall brick textures. It was getting very repetitive. I've been working on a new bricks/stones variants to fix this issue - and to use on the new arches that will be spawning in the village. This time, I wasn't able to find a base texture very similar to what we wanted, so I had to do a lot of meticulous photoshop and heavily modify some brick textures.

So many factors come into play for stone bricks to feel realistic in-game:  

  • Seamless tiling: Each texture needs to tile left to right and top to bottom so it can be repeated multiple times. 
  • Contrast: Contrast between the bricks in value, color, shape and sizes. Some need to come out more, some less. 
  • Accentuate depth: Leave enough space between bricks to help give the illusion of protruding rocks. Since textures are two dimensional, small cracks and crevices don't allow for proper depth representation. 
  • Disorder: Slightly rotate bricks so they are not too rigid and going in the exact same direction. 
  • Balance: If there's excessive contrast and a few bricks pop out from the bunch, the tiling becomes obvious and you see the repetition. Too much contrast breaks realism so it's important to balance everything out.

I've also been working on some very cool 60s mod plexiglass signs (concepted by Sarah) for the Village. They glow - and flicker at different rates - at night. We went all the way and created THIRTY different variations, which you can see down below. I also re-edited the Garden District signs I did to make them more worn out so they blend better with the buildings.

Then, I've also been fixing a few very minor Jira bugs (namely, fixing placement of multiple decorators on the Village houses), and am currently working on new arch variants. However, they're not ready to show yet. I am looking forward to showing them to you - along with other cool stuff - next Friday.

Sarah  

Now that the Village signs have been passed along to Marc-Andre, I've moved back to focusing on UI assets this week, from icons to menu screens. We've been dying to update the overall aesthetic of the UI menu for a while now, and the time has come at last to give it some serious revision. I've only scraped the surface this week, and I won't be sharing pics so as not to spoil anything (assuming anyone cares about UI!), but I made some new icons and hope you will be contented with ogling those little babies instead!

Gameplay Team  

David  

This week, I outlined behaviors for three new AI types that are very different from existing archetypes. The Doctor, who you may remember from last year’s Gamescom trailer, focuses on buffing other NPCs and debuffing the player, but maybe more importantly acts as a very serious conformity enforcer. A second AI type, codenamed PEEPER, functions as a roving guard for existing NPCs or can operate independently. PEEPER does not walk or roll and only touches the ground when you eliminate it (more details later). Finally, the third type (unnamed for now) focuses on sanitation and, when provoked, is equivalent to a mini-boss in terms of threat.

Vince  

Howdy!  

This week for me was a bit of everything really. I continued working on my house layout from last week, I pretty much laid out all the walls, doors, ceilings and floors. I can place the furniture, roof, and NPCs next week and an artist will put the finishing touches like lighting, decorations and variations and it will be ready to test!  

I also integrated two other Points of Interests in the Village houses: watching in mirrors, cleaning kitchen counters and knocking on front doors. Knocking on doors was a bit tricky because I needed to make an extra step to make sure that Wellies from outside the house actually use this POI, because the opposite would have been quite weird! But you never know what to expect from Wellies high on Joy, right?  

Aside from that, as we are preparing the next update for you guys, I fixed a couple of minor bugs for some quests and helped in testing the game to find some bugs!

Mike  

Hey you guys,  

I worked on 4 new underground Village areas this week. They’re still pretty “bare-bones” so I’ll show more of it next week:

 See you later!

Animation Team  

J.R.  

Hi, this week’s been interesting! It started out as a continuation from last week on interior passive behavior. With Vince’s help, all these animations have been integrated and Wellies now spend time doing stuff inside their house! I also added simple animations such as NPCs knocking on doors or variations for scavenging.  

Then I started working on lock picking in first person. We will have to implement visual for locks to doors and chests before this is integrated, but I think that adding detail with animations like lockpicking will help the stealth gameplay immersion.  

As Alex pointed out recently, we are in the process of reviewing our narrative as well as planning for the next protagonists. So I started setting up all the scenes for the upcoming cinematic playthrough. The next step will be to create a rough blocking for each remaining scene, so I might go silent for the next couple of weeks!  

Here’s a sample of some animations I worked on in the past two weeks.

Thanks for tuning in!

Compulsion Team

Update #70 - New Quest System explained
over 9 years ago – Fri, Aug 26, 2016 at 08:05:05 PM

Hey everyone,  

Another week has gone by at the Compulsion Games and the studio still hasn’t caught on fire which mean it was a good week! Jokes aside, we would like to remind you of the Community Feedback Board where you can vote and comment on the features that we regularly add thanks to your feedback (keep them coming!).

Also this is update #70 since we launched our Kickstarter last year. Hurray! We’ve never missed a week except for Christmas or when the team is away at a convention. If you feel like reading all the previous one you just need to head to our blog on our website.

Production  

Sam  

Hi everyone  

We wanted to quickly update you on what’s going on with the team, the next update, and the new quest/encounter tracking system we are currently implementing.  

It’s the end of summer in Montreal, and after 18 months of pretty much straight work, it’s a good time to recharge the batteries (and the team needs time outside to prepare for the upcoming winter!). Guillaume has been in Toronto, showcasing the game to Canadian media, and many members of the team are taking well deserved breaks (throughout all of August and some of September). We try to stagger vacation so we have at least one member of each discipline here at all times, but it does mean that progress slows down a bit. Remember that we’re people too, and need breaks just like everyone else :)  

We spoke about the next update here, and we’re looking on track to deliver all of this, except for the “more variable difficulty settings”. As for timing, we’re aiming for mid-September, rather than the first week, although the preview build will be available earlier. The new lighting, coasts and vistas are in internally, and Matt is working on some changes to the Garden District that will help make it feel like a unique place and not just a destroyed copy of the Village. The difficulty settings are moving to a future update, as Camille has been focusing on a more important system - the quest system.  

After launching the game, we looked back on what worked, what didn’t, what was difficult, etc and thought about ways we could improve our processes and systems. It was clear that our encounter/quest tracking system is just not good enough - there are too many things that can go wrong. The level designers have been doing too much, and solving bugs etc has been far more complicated than it needs to be. This means they have less time to create cool content, which is really what they want to be doing.

So, we’re going to make two major changes: first, we’re creating a new system to handle quests, and everything around them (objectives, map markers, etc), and second we’ll be changing the way you interact with encounter NPCs (which we’ve poorly titled “conversation mode”). The quest system will handle a lot more in code, and a lot less in scripting - which means that the level designers can do more with their time. The “conversation mode” isn’t a good name because it’s not really a conversation - we’re not changing the nature of dialogue with NPCs - but we are making it so that it’s much harder to do things like taking down an NPC while they’re in the middle of talking, hitting them in the face, or having other NPCs come down and hit you while you’re talking to them. You will still be able to choose to beat up NPCs afterwards, or beforehand, just not while they’re talking. Once these things are in a state that’s ready to show, the people designing and working on these systems will post up some progress!  

However, we would like you to understand that it will take time for the encounters/quests etc to be moved over to these new systems. The programmers have to complete the systems, then the LDs have to plug everything in. So, some encounter bugs might take a while to resolve. However, once they are in place, we believe we’ll be able to create new content much faster.

Design Team  

Vince  

Hello everyone! I’ve been working on a couple of things in the Village houses to make gameplay more interesting, particularly when using a stealth approach. You will now be able to hide in wardrobes, because we felt there were not enough hiding spots. Also, there will be a few ways now to attract Wellies to certain spots in houses, even if you don’t have any distraction devices in your inventory: Radios, Gramophones and TVs. Yes, those props have been around for a while already, but they have a more concrete use now: turn them on, and Wellies will come and check why it has been suddenly turned on! Oh, and they won’t be able to resist dancing if you place a 45RPM record in a gramophone.

We are also working on adding more POIs (points of interest) for them in the houses, notably cooking over the stovetop, writing at desks, contemplating in the mirror, watching TV - they will now turn the TV on as they sit on nearby couches and chairs, and turn it off as they leave - and more to come!

I also started building a new house layout for the Village area. I haven’t talked much about my process for building stuff so here’s a peek. I will usually start some rough sketches on paper, just brainstorming about what rooms I want, and where are the important things like doors, walls, stairs, corridors, etc. At this point, it’s just to get some ideas and try mixing up things from what we already have.

Then I go to Illustrator and start refining my sketch to a real plan with the proper scale of things and place more props that impact gameplay like the TVs, safes, beds, etc. I will then import this plan as a texture in the editor and build on top of it. I really like to do this as I can really keep to my plan this way and it’s much faster and precise because I can put stuff directly on top of it without having to look at a separate sheet or second monitor.

 Hayden

Sorry to interrupt the weekly update folks…  

But, I have it from a good source here at the Wellington Wells Police Department (Constable Constable) that that rascal of a scientist, Dr. Helen Faraday, has been captured. There were reports of bugs stating she was not in her cage. She was seen roaming about her home attempting to escape and in some cases she was just gone—and there were rumors that she had taken one of her houseboys with her, we still don’t know if that was by his choice or not.

The good news is that both Dr Faraday and her Houseboy Roger have been safely returned to their proper game locations. This week I have personally taken every precaution to prevent this from happening again, though please keep in mind that with such a wily, cunning and beautiful specimen, anything is possible.  

In my attempt to keep Dr Faraday locked up, I addressed some other bugs that had to do with losing inventory or not being able to obtain objects from Dr Faraday. The solution was to create an object delivery system that worked well for both the player’s needs as well as Dr Faraday’s.  

After consulting with a few members of the team, I went with a Pneumatic Delivery System. Basically, it works like this: You put a Thingy in one side and that Thingy comes out the other, it’s much like the human digestive system—in fact, the instructions are so simple that even Roger and James could use it, if they were allowed.  

In other news, I spent my remaining time this week working on other quest issues around town to help make your experience with encounters… A Joy.

Art Team  

Emmanuel  

I had fun playing with UV puzzles making this super modular underground/sewer/metro/bunker set that should be really useful when it comes to making cool stuff.

 

 

Thank you for tuning in!

Compulsion Games team

Update #69 - The calm before the storm
over 9 years ago – Fri, Aug 19, 2016 at 10:16:08 PM

Hey everyone,  

This has week has been a rather quiet one. Half of our team members are on a much needed vacation, while the rest have worked on the new update and tracking down some elusive issues. We have just pushed live a small hotfix for PC, to address one of these issues:  

29174 - Shelter Hotfix  

This is a very small hotfix to address an issue where players would need to use a Jimmy Bar every time they exited their safe house. Using the Jimmy Bar now correctly unlocks the hatch permanently. Otherwise, we wanted to let you know that the next major update to the game is likely to come in mid September. We wrote a bit about this here, and will likely write a more substantial preview about this in a couple of weeks.  

Art Team  

Sarah  

It's been all about the Village this week, including signs, propaganda, and murals! Here's a little guy setting an excellent example for other Wellies.

Marc-André  

This week I fixed the following issues:  

  • Tweaked placement of new props such as sinks, bathtubs and toilets in the village bathrooms 
  • Tweaked size of various sofas and chairs to help the animators 
  • Gravestone text changes  

Created some new assets:  

  • Jerky meat 
  • Grapefruit can 
  • Shower head 
  • New plexiglass signs for the village (in progress)  

And added new textures:  

  • Cast bronze texture (ex. for statues) 
  • Versatile tile texture that allows for color change and even checker patterns with Emmanuel's "Evolving Material (TM)" brand. 
  • New brick texture for the arches (in progress)

Emmanuel  

This week I was mostly on vacation but I still manage to start working on the real underground modular set.

Animation team  

J.R.  

This week I kept working on small behavioral animations: beggars in the street actually begging & homeless Wastrels begging on the side of the roads, lost NPCs looking around confused, update for the Wellies getting gifts from the player, Wellies cooking in the kitchen, reading a book on the couch, and I’ve started an animation for workers painting our very own rainbow road.  

Apart from that I’ve fixed the animations of NPCs talking when they’re sitting, where they would be floating in front of benches instead of on the bench. I’ve also started posing characters to make new statues in the world to go with the dancing fountain, such as a very proud general standing tall, and a war memorial statue. Those are collaborative pieces, we’ll hold off showing them until they’re completely finished.  

Gameplay Team  

Marc  

Hello!  

It's been a while since I gave an update on my side, I've been mostly working on fixing the hundreds of small issues that needed to be ironed out for the early access release and the ones that emerged from having so many people play the game for the first time.  

I also need to constantly add new code features to simplify the work of the level designers and empower them to create more interesting encounters, adjust gameplay elements, tune the AI reactions, fix animation and collision issues, etc.  

One interesting change recently focuses around the point of interest system used for the passive behaviours of the AI. You will have noticed they do a lot of random things (when not involved in chasing you obviously...), like sitting on a bench, warming their hands by the fire, opening their fridge, etc. And the system supporting these small behaviours is scalable so we will add quite a few in the future.  

One problem we identified was that it is simply too random. It's actually based on something similar to The Sims logic (they have needs and they try to satisfy them), but it just didn't work in the game as it is too unpredictable. So I changed the core logic of how they choose what to do, so it is (loosely) based on a schedule: they will go to the kitchen at meal times, (more reliably) sleep at night, etc. And of course this can be reversed for some characters who live at night or tuned specifically for some custom characters.  

As we are experimenting with more stealth gameplay it will allow the player to anticipate their routine more predictably. You will know not to enter through the kitchen at noon… It won’t be perfect as we do not want them to be robots and a bit of surprise is important but it should provide more informed choices, and thus make playing with the AI more interesting.  

Thank you for tuning in!  

Compulsion Team