When I decided to make Operation: Silent
Strike I decided I want to change the traditional run and gun game play of Quake
4 into something that would require more stealth and thought. To do this,
I implemented several sets of systems through scripting that worked together to
make a completely new experience to Quake 4. Operation: Silent Strike
forces the player to be as silent as possibly since enemies can weapon fire and
sentry's can see you.
The biggest challenge of this project was
creating the system that listened for players weapons and balancing that system.
To do this, I split the level into many different zones that would regulate how
easily an enemy heard the player, where to spawn an enemy if the player was
heard, and it easily kept track of where the player was. To balance the
level, I made a number that fluctuated as the player progressed through the
level. Every time an enemy or group of enemies were spawned, this number
when up a set amount and the number decreased depending on if no enemy had been
spawned for a set period of time or if an enemy was killed. The higher
this number is, the harder it is to spawn an enemy. |