Trigger Happy (Cohort 2008-2010)

by: Sela Davis, Charles Hilseberg, Jonathan Lobaugh, Eric Moreau, and Nicholas Wilsey

Project Concept

Trigger Happy is a 3D first-person shooter (FPS) game that utilizes modifiers to affect the enemy's perception of the world around them. The action will take place in a small series of self-contained areas designed to allow plenty of beneficial locations to lay down modifiers in order to both benefit the player and deter opponents. Trigger Happy is team-based, and players will find themselves combining their different abilities together in order to determine the best team makeup. Team sizes can vary depending on player activity at a given time. In addition, players will have the amount of control necessary to find and define their own play styles and play with the weapons with which they feel comfortable.

A player will be able to pick a combination of weapons from a larger pool to use during gameplay, and they will use these weapons in attempts to defeat their opponents. Players will have a certain amount of health, which will allow them to survive one or more shots from weapons. Each weapon will have its own advantages and disadvantages (rate of fire, clip size, etc.). Upon defeating an opponent, the opponent will spawn again in a new location on the map. Trigger Happy will incorporate three game modes that focus on team play and strategy. These two game modes are King of the Hill, Assault, and Deathmatch. All three game modes have very different win conditions. Each of these game modes will emphasize team work for the players. Once a team has met the win conditions of the round, players will be given the option to begin a new match.

Modifiers will also play a very important role in the player-on-player conflict. Players will have access to a subset of the modifier types and may swap them when they die. When a modifier is activated in a given area, affected players will receive a buff that changes the way they play.

Individual Capstone Contributions

  • Davis, Sela - A Heuristic-Based Model for Adaptive, Non-Linear Music Generation in Games
  • Hilseberg, Charles - Dynamic Difficulty Adjustment and Storytelling in Multiplayer Competitive Environments
  • Lobaugh, Jonathan - Design and Implementation of a Componentized Multi-Core Game Engine
  • Moreau, Eric - Variable Style Deferred Rendering
  • Wilsey, Nicholas - Maya-based Creation and Assignment of Component Attributes for a Component-based Game Entity Architecture

Images

bunny by Asa Tse turtle by Asa Tse flowers by Asa Tse psp guy by Asa Tse blow fish by Asa Tse shapes to cat by Asa Tse dinosaur by Asa Tse cute girl by Asa Tse bee by Asa Tse frog by Asa Tse dog by Asa Tse cat by Asa Tse canvas face by Asa Tse duck face by Asa Tse