A First-Person Shooter Game Designed to Educate and Aid the Player Movement Implementation

Chunhei Zhu, Yujia Zhang
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引用次数: 0

Abstract

The issue of finding a clean and simple player movement implementation that the general public will find intuitive and easy to use has been tackled over the years in various ways. With FPS (first-person shooter) games, the need fora simple and fun style of movement is monumentally crucial, as that will be a core aspect of the gameplay [4]. To address this issue, an FPS game was created with the ability to maintain momentum while crouching with intention of providing a smoother and more intuitive gaming experience for players. This movement implementation was tested by having participants play the game for a sufficient amount of time, then asking the participants to rate the experience of movement in the game and the overall enjoyment of playing the game. The results indicate that the implemented movement would be well-received by the general public, as the vast majority of the participants viewedthe new form of movement as a welcome feature based on the optional feedback and the quantitative ratings. However, the other aspects of the gameplay were not as polished and therefore lowered the overall enjoyment of the game for the participants, particularly the shooting in the game that does not yet have proper audio or visual cues tolet the player know that the weapon has been fired.
这是一款第一人称射击游戏,旨在教育和帮助玩家执行移动
多年来,我们一直在以各种方式解决如何找到一种清晰且简单的玩家移动执行方法,让大众觉得它直观且易于使用。对于FPS(第一人称射击游戏)来说,简单而有趣的移动风格至关重要,因为这将成为游戏玩法的核心元素[4]。为了解决这个问题,我们创造了一款能够在蹲伏时保持动力的FPS游戏,目的是为玩家提供更流畅、更直观的游戏体验。通过让参与者玩游戏足够长的时间,然后让参与者对游戏中的移动体验和玩游戏的整体乐趣进行评价,来测试这种移动执行。结果显示,实施的运动将受到公众的欢迎,因为绝大多数参与者认为基于可选反馈和定量评分的新形式的运动是一个受欢迎的功能。然而,游戏玩法的其他方面并没有得到完善,因此降低了参与者的整体游戏乐趣,特别是游戏中的射击还没有适当的音频或视觉线索让玩家知道武器已经发射。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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