Design patterns: elements of reusable object-oriented software
Design patterns: elements of reusable object-oriented software
Proceedings of the Fifth International Conference on the Foundations of Digital Games
Weapon design patterns in shooter games
Proceedings of the First Workshop on Design Patterns in Games
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Gameplay in single-player shooter games primarily consists of combat with Non-player Characters (NPCs). However, there has been little research done to study how enemy NPCs affect player behavior in shooter games. As a consequence, there is no formal language for designers to discuss how NPCs are used in shooter games. This paper presents design patterns for NPCs in shooter games and explores their effects on gameplay. These patterns help designers communicate about and explore new ideas for enemy NPCs and further our understanding about how NPC types can be implemented, enabling more engaging experiences.