Fefweo 2 e 2

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JMS Design Review Presentation

Posted: 2012-09-25
This is our Jayhawk Motorsports (JMS) design review presentation slides. This pr
esentation was given on 2012-09-25 to other JMS members and highlights our objec
tives and purpose for developing Project
F.E.A.R.'s artificial intelligence allows computer-controlled characters a large
degree of action. Enemies can duck to travel under crawlspaces, jump through wi
ndows, vault over railings, climb ladders, and push over large objects to create
cover. Various opponents may act as a team, taking back routes to surprise the
player, using suppressive fire or taking cover if under fire. The game's artific
ial intelligence is often cited as being highly advanced,[10][11] using an archi
tecture known as Goal Oriented Action Planning (GOAP) and its efficiency helped
the game win GameSpot's "2005 Best AI Award",[12] and earn the #2 ranking on AIG
ameDev's "Most Influential AI Games".[13]
Multiplayer[edit]
F.E.A.R.'s multiplayer component includes mainstay gameplay modes, such as death
match, team deathmatch, capture the flag, and last man standing.[14] "Control" a
nd "Conquer All" gametypes were later added through a patch. Some gametypes in F
.E.A.R.'s multiplayer use the "reflex time" effect: SlowMo deathmatch, SlowMo te
am deathmatch, and SlowMo capture the flag. Only one player can use/carry the re
flex power-up; when fully charged they can activate it and give themselves (and
the rest of their

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