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Plan for Gary Haussmann
Plan for Gary Haussmann
| Name: | Gary Haussmann | ![]() |
|---|---|---|
| Date Posted: | Jan 04, 2005 | |
| Rating: | Not Rated | |
| Public: | NO | |
| Comments: | YES | |
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| Profile Page: | View profile page for Gary Haussmann |
Blog post
Let's try making a prototype FPS/RTS hybrid (actually, more of an FPS with some RTS elements) and see what happens.
I basically wanted to prototype up a simple game where you could play either as a single-avatar FPS participant, or as a multiple-avatar RTS participant. Actually the RTS portion of the game is closer to a party-based RPG as there is currently no concept of a "base" or resource harvesting. But the "click-to-attack" and "controlling a bunch of units" concepts are included in my current test build.
So far you can wander around as either a single human with a gun (FPS mode) or as a pack of five small critters (RTS mode). I apologize in advance for the programmer art that appears below.
When the player connects, instead of being immediately dumped into the game they get a "backstage" menu that allows them to select the style of play: human (FPS) or critter (RTS)?

In FPS mode you get the typically biped avatar with a bug gun and all the exacting control of an FPS game. This stuff is basically unchanged from the starter FPS, with some basic additions like vehicle mounting, melee combat, and the ability to select between multiple weapons.

in "RTS mode" you get a group of small green critters that operate like the normal RTS or RPG. To move or attack something, click on it and your pack of critters will faithfully move to or bite whatever it is you clicked on. This portion obviously needs a lot of work, but at least I can get an idea of the cool and not-so-cool aspects of the control scheme.

My main concern at mixing the two styles is play balance. The first concern is that large packs of critters can overwhelm small groups of FPS players; some area-effect weapons should take care of that. The other concern is that the exact control and agility given to FPS avatars can make it easy for them to outmaneuver the critter packs and possibly exploit aspects of the relatively stupid critter behavior. A possible fix is to add some sort of formation and tactical commands (like "surround" or "ambush") to the player controlling a critter pack.
So far you can wander around as either a single human with a gun (FPS mode) or as a pack of five small critters (RTS mode). I apologize in advance for the programmer art that appears below.
When the player connects, instead of being immediately dumped into the game they get a "backstage" menu that allows them to select the style of play: human (FPS) or critter (RTS)?

In FPS mode you get the typically biped avatar with a bug gun and all the exacting control of an FPS game. This stuff is basically unchanged from the starter FPS, with some basic additions like vehicle mounting, melee combat, and the ability to select between multiple weapons.

in "RTS mode" you get a group of small green critters that operate like the normal RTS or RPG. To move or attack something, click on it and your pack of critters will faithfully move to or bite whatever it is you clicked on. This portion obviously needs a lot of work, but at least I can get an idea of the cool and not-so-cool aspects of the control scheme.

My main concern at mixing the two styles is play balance. The first concern is that large packs of critters can overwhelm small groups of FPS players; some area-effect weapons should take care of that. The other concern is that the exact control and agility given to FPS avatars can make it easy for them to outmaneuver the critter packs and possibly exploit aspects of the relatively stupid critter behavior. A possible fix is to add some sort of formation and tactical commands (like "surround" or "ambush") to the player controlling a critter pack.
Recent Blog Posts
| List: | 03/24/06 - More AI Pack Trigger Examples 02/10/06 - A real simple AI pack example 01/02/06 - An Approach to Making Random Dungeons 10/31/05 - Plan for Gary Haussmann 09/26/05 - Plan for Gary Haussmann 03/07/05 - Plan for Gary Haussmann 01/30/05 - Plan for Gary Haussmann 01/04/05 - Plan for Gary Haussmann |
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Submit your own resources!| Jay Barnson (Jan 04, 2005 at 21:07 GMT) |
Looks like you are having fun and getting stuff to work. Awesome! Good luck meshing the two game styles... kinda reminds me of "Dungeon Keeper" which was at core an RTS where you could possess individual units as an FPS... or maybe Allegiance where a couple of players got to be commanders or tech tree coordinators, and everyone else played individual units.
Dunno if anyone's tried something like this before though.
| David Dougher (Jan 05, 2005 at 11:33 GMT) |
| Phil Carlisle (Jan 05, 2005 at 11:45 GMT) |
I like what your doing here though, experimenting with key gameplay elements like this is very much what I advocate (and would make a great game in a day entry).
So keep at it! you'll find the fun in there, or at the least decide which parts dont work.. which can be as important.
| Gary Haussmann (Jan 05, 2005 at 13:35 GMT) |
The models are indeed shamelessly ripped off from Ken's book. Since I spent so long making those models I'm sure gonna get as much use from them as I can! :)
@Phil:
Yeah, your .plans describing the "prototype a game to see if it's fun" concept inspired me to go this direction. I had originally envisioned some huge game similar in flavor to _The Awful Green Things From Outer Space_ (google search for it if you wanna) but figured just getting the two sides working well would be enough of a challenge to start with.
I tell ya, hacking up the script code to let the player chose between two sides, each with totally separate interfaces, really got me to learn about the GUI elements and how to flip/push/set parts of the interface.
| Josiah Wang (Jan 05, 2005 at 19:02 GMT) |
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