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Neverwinter Halflife (FPS)

Started by March 26, 2002 10:34 AM
6 comments, last by Silvermyst 22 years, 9 months ago
A team of [insert 'good' side] are sent to an abandoned structure where [insert 'bad' side] are thought to be hiding. --------- This would be an online FPS game, where players create new settings for each other. Players can try to tackle a structure on their own, or form teams with other players. They can also choose to play the 'bad' side. In this mode, players can design the interior of a structure on their own. They can place rooms, obstructions and traps. They also get to place AI enemies within the structure (of varying intelligence and strength). This custom designed structure is then uploaded to the game's website. (If player accounts are used, each account could for example enable a player to upload one) Players start a game by selecting a difficulty level and structure size. They are then assigned (randomly?) a structure from a long list of player designed structures. Players are ranked on their performance (how far into the structure did they get before getting killed? how many enemies did they kill?) Structures are also ranked on their performance (how far did the players manage to get into the structure? how many AI units were killed?). And they are ranked on satisfaction as well (did the players like the design?). As different players will focus on the different parts of the game (offense/defense), there should be somewhat of a balance created, where some players will become really good at creating tough structures and some players will become really good at penetrating those structures. Both types of players should find some sort of reward for their efforts (the ranking system itself might suffice). Many different gameplays could be used. Some structures might have no AI units but all traps. Some structures could be as small as a house, some as big as a factory. Some game types might allow for a player to take over an AI unit (a cat and mouse game, where a group of players are pitted against one player, but where that one player knows the structure inside out -since he is the one that has designed it-). EDIT: Of course, players could create the structures offline and practice different structures offline as well. Edited by - Silvermyst on March 27, 2002 9:24:15 AM
You either believe that within your society more individuals are good than evil, and that by protecting the freedom of individuals within that society you will end up with a society that is as fair as possible, or you believe that within your society more individuals are evil than good, and that by limiting the freedom of individuals within that society you will end up with a society that is as fair as possible.
It sounds like Dungeon Keeper. Have you played that game?

~CGameProgrammer( );

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Yes I have.

Only the first game though.

I don''t really see the similarities.

This game would be a multi player First Person Shooter.
Maybe the similarity you point to is that a player can choose to play the ''Dungeon Keeper'' in his own pre-designed structure.
You either believe that within your society more individuals are good than evil, and that by protecting the freedom of individuals within that society you will end up with a society that is as fair as possible, or you believe that within your society more individuals are evil than good, and that by limiting the freedom of individuals within that society you will end up with a society that is as fair as possible.
Yes, that''s the similarity I meant. They''re similar in theme. It sounds like a great idea, although limiting it to a certain "structure" sounds limiting. A level sounds better... the bad guy can develop on a piece of terrain an entire compound.

~CGameProgrammer( );

~CGameProgrammer( ); Developer Image Exchange -- New Features: Upload screenshots of your games (size is unlimited) and upload the game itself (up to 10MB). Free. No registration needed.
I think it sounds cool.. but it puts a lot of emphazis on the tools available for the player to build and populate the compond. Easy to use.. You would also have to ensure that it is easy for players to personalize the componds to get an unique feeling and appearance.

I really don''t see why it would be more fun to crash into John Dohs compound than [insert famous level designer] latest counter-strike map.

The FPS game Wheel of Time did have a multiplayer mode where you placed traps, guards and spells.. not played it myself though.
::aggression is the result of fear::
GRIMJACK:

Exactly.

The ''design your own compound'' would make up at least 1/3 of the game.

Basically, what you''d do is purchase the rights to an existing FPS engine and modify it so that it is flexible enough to allow for a great variety in structure designs.

Choices during designing structure:

How big should it be?
How many rooms should it have?
Where are those rooms positioned?
Is it multi-level?
Where are doors/windows placed?
What about tables/chairs/etc?

How many AI units should be placed?
What should their weapons/armor be?
How smart should they be?
How should they act on certain events?

The player should have every tool available to make answering these choices as easy or as hard as he or she desires (''hard'' meaning that it offers a large variety of choices and settings).
You either believe that within your society more individuals are good than evil, and that by protecting the freedom of individuals within that society you will end up with a society that is as fair as possible, or you believe that within your society more individuals are evil than good, and that by limiting the freedom of individuals within that society you will end up with a society that is as fair as possible.
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but a person''s choice is not the same as his/her design.

Which is why level design tools are so ''popular'' per se. run worldcraft and you will experience the necessary complexity of the level system. There are small quirks that are hard to incorporate in a system such as the one you suggest - will you be able to place ventilation shafts to connect rooms? are you going to take the time to find out all the configurations people will want for those ventilation shafts? or do you make a tool for creating systems that are self defined (WorldCraft et al).

I like the idea, but in practice I suspect it will be a challenging project to undertake. Because you will have to make a level editor that makes up for all the thousands of common mistakes people make, and all the quirks of level structure. It will also have to be flexible enough to be ''unlockable'' so that the top-brass can create their masterpieces.

hmmm... I intended this to be a short post... whoops

George D. Filiotis
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Geordi
George D. Filiotis
How would you work the entire bad-guy team building the complex together?

The idea of placing traps is a nice one though. Further than just tripmines, if you could ''wire'' objects to other objects - then the level designer could place ''motion pads'' and so on. If you then limit the number of things that can be wired to one object, then the bad guy has to think - should he wire the pressure pad to the gun pointing left or the gun pointing right? It would depend on which way the enemy would be coming in...

Of course, for that, you''d have to develop a number of ''sensors,'' and you''d have to make sure that the levels were well designed enough to make it more than just a ''wiring chore.''

Superpig
- saving pigs from untimely fates
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Richard "Superpig" Fine - saving pigs from untimely fates - Microsoft DirectX MVP 2006/2007/2008/2009
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