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First Person Shooters. To Kill or Not To Kill. Q1: Gameplay Positive. Tutorial – in game training Physics NPCs - mainly enemies, clones Exploration – superfluous junk HL2 – crowbar, miss it, pick it up. Q2: Bad gameplay. Enemies don’t make use of items you can (health)
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First Person Shooters To Kill or Not To Kill FPS (First Person Shooter)
Q1: Gameplay Positive • Tutorial – in game training • Physics • NPCs - mainly enemies, clones • Exploration – superfluous junk • HL2 – crowbar, miss it, pick it up
Q2: Bad gameplay • Enemies don’t make use of items you can (health) • No pursuit after discovery • Pick up cans – can’t see hands • Tunnel vision – spatial cues (feet, hair) • Shoot good guys without impact • Assumption of controls • Camera movement strange
Q3: AI role • Opportunities - if you miss something (crowbar) • Manage difficulty user modeling on the fly instead of groups of testers • Many people quit games after the first few levels – scripting less extensive • Bottleneck – scripted, bumping up
Q4: AI type • Reactive – pushing • Generative – pull forward • Dialogue - beyond FSM change flow based on action, non-action • Consequences for shooting someone
Q5: Requirements • Tools: F.E.A.R. – non-programmer’s interface • Time and money – extensively • Testing • Maya, 3D Max – raised bar • Particular animations – mocap, which animations? • Point when carrying a gun? • Reuse