Chapter 22. Fighting ConditionsKey Topics
Games are often designed to provide a diverse experience for the player. When it comes down to first-person shooters, diversity implies myriad combat situations. Implicitly, each of these situations may suit different weapons. The
This chapter has much in common with its
This chapter covers the following topics:
The information in this chapter will help us analyze the role of the platform (that is, the environment and engine) for the AI and understand how it must be taken into account in the later stages of the development. |
Weapon Properties
The variety of weaponry goes way beyond of the two classes that we identified in the previous part, namely
melee
and
range
weapons. Both of these categories are refined according to many parameters,
All these different properties implicitly affect the behavior of the weapon itself. For example, a heavy-contact weapon is likely to be very
Table 22.1. Some Commonly Known Properties of Weapons in Computer Games, Along with Their Unit of Measurement
Because of these different attributes, each weapon will usually perform the same task in a very different fashion. For example, a rocket launcher can take out a tank in a destructive fashion, whereas a small grenade can deal only with the crew onboard. Both accomplish the same goal of disabling the vehicle, but in different manners because of their properties.
In computer games, the contrast between weapons is amplified by the creativity of the designers; in a game world, technological and physical constraints are secondary to entertainment value. Freezeguns or portable railguns may not be far away, but still
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