[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
>>>>>
>>>>>
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>>>
>>>
>>>
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>
>
> -- 
> ---------------------------------------------------------------------- 
> ------
> 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
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