[games_access] one button FPS demo

Thomas Westin thomas at pininteractive.com
Fri Aug 31 03:32:49 EDT 2007


Great work Eelke!

HL2 now with [CC] and One Button... Hmm, now if we just get Valve to
put a sticker on the HL2 box with that info...

/Thomas

31 aug 2007 kl. 02.04 skrev Eelke Folmer:


> Hi,

>

> I don't control the navigation. I just do the shooting. ;-)

> Using only one button to do the shooting and the navigation at the

> same time is impossible. However we are considering another way of

> using the button. If you hold it we can either: quit the game or

> switch to another mode (see game modes later on).

>

> What we basically did is:

> 1) create bots that run around and chase players or run away when they

> get hit to badly or run out of ammo. All these bots run on the server.

> 2) map the players view onto a bot.

> 3) map a keypress from the player's client which by the server is

> interpreted and makes your bot shoot. To the player it doesn't make a

> difference.

>

> Everything is distributed as a DLL, you can place the DLL in the root

> of your game and it should turn your HL2 deathmatch into a one button

> shooter. The HL2 engine & server have a mechanism for inserting bots

> using DLL's which we exploit. We will start distributing the DLL early

> next week as soon as we fix some bugs, such as the ladder climb.

>

> You traverse the game area using waypoints.Your bot will randomly

> travel to a location using an A* pathfinding algorithm until you

> encounter an enemy. If your health and ammo are okay the bot will

> engage and flee otherwise if it runs out of health or ammo. So there's

> a couple of modes that the player can be in: attack, find, flee. This

> is communicated to the player. When you run out of bullets we change

> the weapon. Each weapon has a certain profile set to it. So certain

> weapons will keep you at a certain distance from the enemy to . In

> addition we also have different player profiles which embody a certain

> behavior e.g. camper, suicide attacker etc. We haven't played around

> with that much yet.

>

> To prevent the player getting nauseous we aim to be as much forward

> oriented (E.g. minimize the number of turns and looking around).

>

> Any more questions let me know!

>

> cheers Eelke

>

>

>

>

> On 8/30/07, Ioo <ioo at ablegamers.com> wrote:

>> How do you move around this game area? It is path set? Because I

>> can see

>> shoot shoot kill kill, but I am unsure how you traverse the

>> landscape.

>>

>> Thanks

>>

>> Mark

>> AbleGamers.com

>>

>> Eelke Folmer wrote:

>>> Hi Reid,

>>>

>>> Thanks for the info, I actually just received mail from the

>>> organisation explaining the situation and they encourage us to

>>> submit

>>> it in the student competition.

>>>

>>> Do you have the Halflife2 or the original game? I still don't

>>> know how

>>> exactly we should distribute our mod. We just completely hacked the

>>> engine and just play the existing levels in HL2. I guess since I

>>> have

>>> the SDK i can distribute my own version of the engine & server but I

>>> can't distribute the maps. I'll ask my students how to do it and get

>>> back to you ASAP.

>>>

>>> Cheers Eelke

>>>

>>>

>>>

>>> On 8/30/07, Reid Kimball <reid at rbkdesign.com> wrote:

>>>

>>>> Super work Eelke. After looking around on www.igf.com I found this,

>>>>

>>>> - The IGF Student Competition will once again award the best

>>>> student

>>>> games, and this year will also include student 'mods' to existing

>>>> games. As a result, it's likely that the number of Student Showcase

>>>> winners will be increased slightly. The deadline to enter will be

>>>> Monday, October 15th, 2007.

>>>>

>>>> Sadly, they aren't doing a separate modding competition this

>>>> year, :(.

>>>>

>>>> I'd love to try your mod if possible.

>>>>

>>>> -Reid

>>>>

>>>> On 8/30/07, Eelke Folmer <eelke.folmer at gmail.com> wrote:

>>>>

>>>>> http://www.youtube.com/watch?v=YS5MvJIBgw0

>>>>>

>>>>> A small movie showing our one button version of halflife 2

>>>>> deathmatch

>>>>> which nears completion.

>>>>>

>>>>> We wanted to submit this mod to the IGF http://www.igf.com/

>>>>> awards.html

>>>>> competition but we can't find the mod entry anymore (which was

>>>>> there a

>>>>> few weeks ago) so I don't hope they've cancelled that ;-(

>>>>>

>>>>> cheers Eelke

>>>>>

>>>>>

>>>>> --

>>>>> ------------------------------------------------------------------

>>>>> ----------

>>>>> Eelke Folmer Assistant Professor

>>>>> Department of CS&E/171

>>>>> University of Nevada Reno, Nevada 89557

>>>>> Game interaction design www.helpyouplay.com

>>>>> ------------------------------------------------------------------

>>>>> ----------

>>>>> _______________________________________________

>>>>> games_access mailing list

>>>>> games_access at igda.org

>>>>> http://seven.pairlist.net/mailman/listinfo/games_access

>>>>>

>>>>>

>>>> _______________________________________________

>>>> games_access mailing list

>>>> games_access at igda.org

>>>> http://seven.pairlist.net/mailman/listinfo/games_access

>>>>

>>>>

>>>

>>>

>>>

>> _______________________________________________

>> games_access mailing list

>> games_access at igda.org

>> http://seven.pairlist.net/mailman/listinfo/games_access

>>

>

>

> --

> ----------------------------------------------------------------------

> ------

> Eelke Folmer Assistant Professor

> Department of CS&E/171

> University of Nevada Reno, Nevada 89557

> Game interaction design www.helpyouplay.com

> ----------------------------------------------------------------------

> ------

> _______________________________________________

> games_access mailing list

> games_access at igda.org

> http://seven.pairlist.net/mailman/listinfo/games_access




More information about the games_access mailing list