Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Product Chat / FPSC- Enemy encounter guide: A tutorial of the basics.

Author
Message
Bugsy
15
Years of Service
User Offline
Joined: 24th Nov 2008
Location: another place in time
Posted: 19th Sep 2010 04:05
This is a tutorial on the basics of enemy encounters, and how most games go about creating them.

==========FPSC: Enemies and You===========

Most casual FPS players don't make sure to enter every room, just to marvel at the detailed textures. they don't make note of ever box on a shelf and the time it likely took to be placed there. Most casual FPS players don't fire their guns at a wall over and over to hear the beautiful sound it makes (unless your game is bad company 2). and most casual FPS players don't play a game just because they hear it has amazing level design. FPS players play FPS for the FPS aspect- not anything else. It's a sad truth you'll need to understand. FPS, as you REALLY SHOULD know, stands for First Person Shooter. it is a game, where the player sees from the eyes of the character they play, and that character, these days, usually stays within the stock character template for the FPS genre- Tougher than a refrigerator made of reinforced steel, grizzled enough to fit in with bears and sharks playing cards at a salty spitoon, and able to reload literally any gun in under a second. as important as that character is, it's not as important as the experience they get.

The character in the game, is meant only to be a medium for the player to connect to the game world. he is that player in the game world itself. this is why usually, the less personality you give the player character, the more personality is required on the part of the player. players are almost always happy to mix their own personality into the equation, it's why games like call of duty 4 and half life 2 did so well. the players know who they are in the world, but that's really just them under a name-de-game. Keep that in mind. while that covers the "you" aspect, the more important aspect of a SHOOTER is what I shall now move on to.

Enemies are what is usually given to the player in a game to shoot at, be they human, alien, or undead (which is a little TOO common around the forums lately). these enemies each have artificial intelligence that determines how they behave when it's killing time again. some games have incredible AI that knows how to take cover, flank, work as a squad, and even brush their teeth in the morning to minimize plaque buildup on that pearly white teeth texture, other games (like ones made in FPSC) have less focus on the actual AI of the AI characters. instead, these types of games compensate with large masses of enemies, or enemies that take a whole lot of bullets to kill. whether you have an amazing AI system who've memorized the spanish dictionary and studied being cannon fodder at oxford university, or a bunch of mentally challenged, man-shaped chimpanzees on extra-drowsy cold medicine, this small guide will focus of the best ways to maximize the "fun factor" of your games firefights- be they with people or otherwise

===================================================================
LIST 1: the Basics. the core placement methods often used in games.
===================================================================

THE ARENA: Usually a large room, with lots of cover and flanking routes, with enemies all about, ready to kill at all costs. This one's commonly used in tonnes of games, and it's a really great way to stretch out gameplay.

WITH GOOD AI: with good AI, try to keep this area long, but thin. maybe 35-50 feet wide and 60-90 feet long. at the far end of the room, the opposite end that the player enters, spawn about 2-4 enemies and tell them each to respawn at least 2-3 times each. this keeps the player pinned down in the room until it feels safe, at which point it usually is. it's best to make them fast movers so they can move from where they spawn and fight the player quickly, rather than a lull in combat because they take their time leisurely wandering to cover.

WITH POOR AI: poor AI make this more difficult to create, and craft it to be convincing. it's a little more taxing to use poor AI in this case as well, as there will need to be more actual characters, instead of re-used spawns. to do it well, spawn the poor AI closer to the player, and put more spawns with less respawns. this will give the poor AI an easier time of navigating to the player, and won't allow the player to spawn camp them if they don't respawn.

PROS:
usually can last 1-2 minutes, which is a good amount of time

fun over and over, with just subtle changes in layout.

works wonders when allied forces are involved.

CONS:
players can spawn camp the enemies if they don't pin the player down effectively

(to fix this, make them do lots of damage, move fast, and spawn obstacles like explosions to go off when the player reaches the spawn area)

taxing- requires 4 enemies at one time. if you're using low polygon characters, it's not bad, but with high polygon characters, it adds up.

(to fix this, make sure to use lower polygon enemies, and keep the real detail of the area to the textures and the cover, which you will be focusing most on)

bodies must dissappear

(to fix this, keep the players eye focused away from the floor... perhaps on a timer?)

AS USED IN:
Tom Clancy's Rainbow 6 Vegas 2:
http://www.youtube.com/watch?v=n5WRRzXdBSY (go to 4:23)

========================================
THE AMBUSH (player): usually, the enemies have the drop on the player, and the player faces over whelming odds to kill them, but in this situation, the player is forced to sit and wait for his gratifying lineup of unsuspecting enemies to mow down.

WITH GOOD AI: really, this is more of a bad AI strategy, because the enemies arent supposed to notice the player until it's too late. give them low view angles, and make sure to give the player a cue of exactly when to attack, and when not to.

WITH POOR AI: simply set waypoints, and make sure the player is out of their sight. above them usually works well. give the player a cue of when to attack, and make sure to not let the enemies live long enough to show how awful their AI is.

PROS:
easy to do

very fun if done correctly

can last a while if you make the player wait

CONS:
not challenging

(to fix this, perhaps make the player have to find a good place to hide BEFORE the enemies arrive)

not fast paced enough

(to fix this, make sure that the pace of your game slows down to fit the scene. don't throw this in the middle of an arena firefight)

doesn't last

(to fix this, make the anticipation outlast the encounter. this is a scene for buildup, not a gunplay skill test)

AS USED IN:
BAD COMPANY 2
http://www.youtube.com/watch?v=veYeGsvgDl0&p=96131DC6B8FCCDC2&playnext=1&index=2 (go to 2:40)
=========================================
THE APPROACH: This is a fun one, it's great with good or bad AI, but best with good AI. the basic premise, is that enemies are in a house, and the player is FORCED to move slowly up to the house, under heavy fire, and clear the house. it's especially fun to play.

WITH GOOD AI: the player starts outside the infiltration building, the enemies spawn inside, and fire out the windows. spawn them at the windows, where they can plainly see the player. if there are multiple stories, than it makes this scene even more epic. these enemies should keep respawning, at least twice or 4 times each, and when the player finally gets the chance to enter the house, spawn more inside. another way, is to simply make them stop spawning when the player gets inside. this is done often in call of duty 4, but make sure not to spawn them unlimitedly, as this gets annoying, and without a lull in action, the player will never get the idea that it's time to go in.

WITH POOR AI: do the same thing, however simply stopping the spawns will not work, as they most likely will spawn once at the window, and keep popping up right there. the player will then come in the house, and they won't understand to come to the player inside, making it easy for the player to walk right by, leaving enemies alive, taking up resources.

PROS:
epic fun that can be reused multiple times.

varies indoor and outdoor combat

can use a relatively small area

CONS:
very taxing- FPSC especially hates indoor-outdoor maps.

(to fix this, make the entire map indoors, but perhaps a large chamberlock wall with windows needs to be breeched)

Difficult to construct

(there is really no fixing this, if at first you don't succeed, try, try again)

Enemies may not all die

(to fix this, give them limited spawn lives)

AS USED IN
CALL OF DUTY 4
http://www.youtube.com/watch?v=kFw_NnkD0lE (go to 6:15)
==========================================
THE ADVANCE/RETREAT ARENA: to basically see the general layout of this, see arena, but at the very end of the arena, the player has to go all the way back to the start. it's like having to make it t the end of a room, just to get a key to the door next to where you entered the room. it uses the same basic "arena" method.

WITH GOOD AI: see "the arena". and make sure to place a spawn trigger right over where the player will ultimately need to get to, half way through the encounter, when they have to retreat.

WITH POOR AI: see "the arena". spawn the characters one at a time on the way back, to give them an easier time of being found by the player. or make them immobile, where they'll automatically see the player.

PROS:
can take up an entire level's worth of gameplay

can stretch out one level into a level twice as long

great climax events.

CONS:
REALLY TAXING

(to fix this, make sure to optimize the static level as much as humanly possible)

no one likes backtracking

(to fix this, perhaps make different routes available to them when they go back to the beginning of the level)

what keeps the player from just running right to the winzone?

(to fix this, place destroyable dynamic blockades)


SEE ALL OF THESE BASIC AI TECHNIQUES USED IN ONE LEVEL IN:
CALL OF DUTY 4
http://www.youtube.com/watch?v=EapRJ0SndIo
in the beginning, there's an ambush, then comes the massive arena up the mountain littered with small approaches, finally, you reach the top and learn you have to go all the way back down, which is an advance/retreat setup.
============================================

all of these AI techniques and more can be used, and combined for amazing scenes in your games. here's a few combo pictures:

THE APPROACH/ARENA HALLWAY: This is a long arena, surrounded on both sides by approaches, giving the player a choice on how they wish to enter the encounter.

used in: cold war mission- BFBC2
war pig mission- COD4

imageflock.com/img/1284858098.png[/img]

---

THE ARENA-APPROACH: an arena, that is also an approach to an area the player needs to be. this is often a little more diluted in games, and not so plain and simple, but the basic technique is still present.

used in: the boneyard airplane graveyard mission- MW2
makarov's estate mission- MW2

imageflock.com/img/1284858121.png[/img]

---

THE APPROACHING ARENA: a simple approach to a building that contains an arena. there's a fight into and inside the building.

used in: The Gulag mission- MW2

imageflock.com/img/1284858137.png[/img]


my next section of this tutorial will cover zombie basics, and some more advanced human enemy techniques.

imageflock.com/img/1272671763.jpg[/img]
skype = isaacpreston. I want to talk to YOU
PW Productions
15
Years of Service
User Offline
Joined: 13th Mar 2009
Location: sitting in a chair.
Posted: 19th Sep 2010 08:42
WOW that was detailed. Haven't read over all of it, but from what I've read so far this is some handy advice

Thanks Bugs'!


And yes. It's free
AbdulAhad
14
Years of Service
User Offline
Joined: 1st Feb 2010
Location: Karachi, Pakistan
Posted: 19th Sep 2010 10:04
Thanks Bugsy!!

Abdul Ahad
Bugsy
15
Years of Service
User Offline
Joined: 24th Nov 2008
Location: another place in time
Posted: 19th Sep 2010 17:04
thanks guys, you should really read it all, as it's fairly informational and you'll learn a lot.

imageflock.com/img/1272671763.jpg[/img]
skype = isaacpreston. I want to talk to YOU
vortech
14
Years of Service
User Offline
Joined: 18th Mar 2010
Location: Finland
Posted: 19th Sep 2010 20:49
I love all of your tuts. Very nice advice.


Check for pure horror.
AbdulAhad
14
Years of Service
User Offline
Joined: 1st Feb 2010
Location: Karachi, Pakistan
Posted: 19th Sep 2010 22:04
Lets take this to the Official Community Guide!!!

By the way I already read the entire thing before posting.

Abdul Ahad
Bugsy
15
Years of Service
User Offline
Joined: 24th Nov 2008
Location: another place in time
Posted: 19th Sep 2010 22:15
glad to hear that! I don't know how to put this in the community guide though. hopefully nickydude will do it for me.

imageflock.com/img/1272671763.jpg[/img]
skype = isaacpreston. I want to talk to YOU
Dark Frager
14
Years of Service
User Offline
Joined: 16th Mar 2010
Location: The Void.
Posted: 19th Sep 2010 23:10
Looking good, Bugsy. Very detailed and could probably help the people that are new to FPSC.

If you can see the enemy, they can see you.
Bugsy
15
Years of Service
User Offline
Joined: 24th Nov 2008
Location: another place in time
Posted: 20th Sep 2010 01:31
I certainly hope so!

imageflock.com/img/1272671763.jpg[/img]
skype = isaacpreston. I want to talk to YOU
tecbug
14
Years of Service
User Offline
Joined: 29th Oct 2009
Location:
Posted: 20th Sep 2010 17:23
Very good tutorial. Good for newbies - thanks
Bugsy
15
Years of Service
User Offline
Joined: 24th Nov 2008
Location: another place in time
Posted: 20th Sep 2010 22:55
no problem, I wrote this to help not only newbies, but experienced users alike, all people trying to get the most out of AI encounters.

imageflock.com/img/1272671763.jpg[/img]
skype = isaacpreston. I want to talk to YOU
defiler
15
Years of Service
User Offline
Joined: 4th Apr 2009
Location: Canada
Posted: 21st Sep 2010 04:44
Wow... i think you just gave me motivation to work on my game, very solid and will follow it, good work. goodspeed on your next tutorial dude.

Limitless Box studios current project: Lost Contact

Bugsy
15
Years of Service
User Offline
Joined: 24th Nov 2008
Location: another place in time
Posted: 21st Sep 2010 12:41
thanks so much, defiler!

imageflock.com/img/1272671763.jpg[/img]
skype = isaacpreston. I want to talk to YOU
Seth Black
FPSC Reloaded TGC Backer
19
Years of Service
User Offline
Joined: 22nd Feb 2005
Location: Pittsburgh, PA
Posted: 21st Sep 2010 18:30
...very nice work, Bugsy.

This was an interesting & beneficial read.

Bugsy
15
Years of Service
User Offline
Joined: 24th Nov 2008
Location: another place in time
Posted: 21st Sep 2010 22:14
thanks for the comment! I'll be working on another soon

imageflock.com/img/1272671763.jpg[/img]
skype = isaacpreston. I want to talk to YOU
Bigsnake
15
Years of Service
User Offline
Joined: 7th Apr 2009
Location: England
Posted: 22nd Sep 2010 00:12
Wow, I didn't read all that lol but what I did read was a detailed peice of awesomness, Thx for that Bugsy

Windows 7, Amd Athlon 7750 Black Editon (64 bit,3ghz + Dual Core), ATI Readon HD 4870 1gb Edition, 4gb Ram.
Bugsy
15
Years of Service
User Offline
Joined: 24th Nov 2008
Location: another place in time
Posted: 22nd Sep 2010 00:42
no prob. as I said to everyone else, I'd suggest you did read it all, as it is very informational.

imageflock.com/img/1272671763.jpg[/img]
skype = isaacpreston. I want to talk to YOU
anayar
14
Years of Service
User Offline
Joined: 19th Aug 2009
Location: Minneapolis, MN
Posted: 22nd Sep 2010 21:10 Edited at: 22nd Sep 2010 21:10
Read the whole thing... got lost in some parts so re-read those

Simply amazing tutorial Wray... have you contacted Nickydude about this yet? Anyways, this will come in very handy for my Contest entry game. Thanks again...

BTW: You should enter the Splatterspawn compo with that stealth FPSC-game you told me you were going to be working on... let me know if you do, i might have something for you

Cheers,
Anayar


For KeithC
Bugsy
15
Years of Service
User Offline
Joined: 24th Nov 2008
Location: another place in time
Posted: 23rd Sep 2010 00:07
hey anayar, thanks, but I don't think I'll be doing much with FPSC for a good while

imageflock.com/img/1272671763.jpg[/img]
skype = isaacpreston. I want to talk to YOU
AbdulAhad
14
Years of Service
User Offline
Joined: 1st Feb 2010
Location: Karachi, Pakistan
Posted: 25th Oct 2010 13:15
Bumping this.

Every level designer should read this.

Abdul Ahad
Leongamerz
13
Years of Service
User Offline
Joined: 14th Aug 2010
Location:
Posted: 25th Oct 2010 13:58
All your tutorial is amazing bugsy

Hello
Bugsy
15
Years of Service
User Offline
Joined: 24th Nov 2008
Location: another place in time
Posted: 26th Oct 2010 01:22
thanks leongamerz, thanks abdulahad.

imageflock.com/img/1272671763.jpg[/img]
skype = isaacpreston. I want to talk to YOU
AbdulAhad
14
Years of Service
User Offline
Joined: 1st Feb 2010
Location: Karachi, Pakistan
Posted: 26th Oct 2010 16:19 Edited at: 26th Oct 2010 16:19
Anytime.

Abdul Ahad
The Zoq2
14
Years of Service
User Offline
Joined: 4th Nov 2009
Location: Linköping, Sweden
Posted: 27th Oct 2010 17:56
realy nice thaks

Im going to try some of it now

Srry about my english im from sweeden
Bugsy
15
Years of Service
User Offline
Joined: 24th Nov 2008
Location: another place in time
Posted: 27th Oct 2010 22:08
no problem, I hope it all works out for you. please, take a video of your AI demo and show us

imageflock.com/img/1272671763.jpg[/img]
skype = isaacpreston. I want to talk to YOU
The Zoq2
14
Years of Service
User Offline
Joined: 4th Nov 2009
Location: Linköping, Sweden
Posted: 27th Oct 2010 22:26
sure

I'll upload when i got something good

Srry about my english im from sweeden
Bugsy
15
Years of Service
User Offline
Joined: 24th Nov 2008
Location: another place in time
Posted: 27th Oct 2010 23:36
ok!

I might suggest trying the ideas using very primitive shapes like boxes and segments, with little atmospheric lighting, to get a general scope of the action, then when you've honed the gameplay to a finely tuned experience, add in more detailed geometry, making sure to keep it out of the way of enemy pathfinding. if all that goes well, then add proper atmospheric lights and shadows and call it a scene.

It would be great if you could film some of every stage

imageflock.com/img/1272671763.jpg[/img]
skype = isaacpreston. I want to talk to YOU

Login to post a reply

Server time is: 2024-04-20 10:54:58
Your offset time is: 2024-04-20 10:54:58