FPS (First Person Shooter)

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Presentation transcript:

FPS (First Person Shooter) First Person Shooters To Kill or Not To Kill ICAPS ‘06 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