Multiplayer / cooperative FPS set in Wild West times. Take part in frenzy team versus shootouts or play cooperative games against AI managed enemies. Most of the classic black powder guns are available, in single or dual wield setup.

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Pay attention, this is important stuff. How the West was won using axemen, rattlesnakes, dynamiters and whiskey healers. All of them AI controlled!

Posted by R_Yell on Dec 24th, 2010

What's it all about.
Spawn AI controlled creatures against human players and other AI, and do it along other teammates so damage inflicted is proportional to coordination and timing. That's the idea more or less. Customizable NPCs give an extra twist to the whole thing, allowing different tactics and level interactions.

If I had to explain it using already known concepts, it would some sort of mix between Zombie Master and Left4Dead's versus. I'm not a ZM player myself, but the basic idea is pretty similar I guess. The concept is taken to another level though, there's no single godlike player but several-less powerful so they must cooperate to maximize their attacks. Add to that an important difference: both teams start the game as gunfighters, only when a player is killed goes to ‘ghost state' and can spawn stuff. Therefore, there's additional interaction between live and dead players from same team. Finally, there's no direct NPC control unlike a RTS, players may order their minions to attack directly (rush) or await until being discovered (ambush).


Motivation.
There are many factors which made me wanted to create something like this. Artificial intelligence is one of the coolest things from a game developer perspective, building an AI framework from the ground is an enormous task though. As a Source developer, the engine is quite powerful in this aspect so no large effort required. The new NPC classes are familiar to FoF players but they are new code wise, their basic behavior is quite different from DM/co-op AI.

AI is already pretty important in multiplayer FPS field. Players demand experiences beyond the traditional team versus landscape. Adding AI is a tricky matter though. Unresponsive or ‘dumb' AI may just take the fun out. It's still something to be seen, but I certainly took lot of care to avoid such issues.

I also wanted to offer an experience which wasn't solely based on FPS combat/aiming skills. Frags matter in Fistful of Frags, obviously. The competitive aspect used to be the driving factor for many mods, now isn't enough to create a community around a mod like this. Getting past a level of competitiveness hurts unless there are tournaments, leagues, etc. Players in public servers just want fun and everybody has no bot-like accuracy. So this new mode offers two different but complementary experiences: FPS and NPC management done in an original way.

Future.
This is like a mod inside another mod. Originally meant to be an autonomous project, there was some ties with FoF and it could be a worth addition. So I went for it along some other important additions you'll see in 3.5. My intention is to preserve FoF as the team versus mod it always was meant to be, so a new project should spawn from here if all goes well. There's a clear path I want to follow and this is just the beginning. During the upcoming days I'll try to showcase how cool are the new NPCs, there's more :)

Comments
Henley
Henley Dec 24 2010, 3:29pm says:

Awwwwwwww yeah boi!

+3 votes     reply to comment
ElderGamer
ElderGamer Dec 24 2010, 3:47pm says:

Oh mah gawd, this looks amazing, can't wait to play as a sinister ghosty thingy.

Any hints you can give on the next project?

+2 votes     reply to comment
R_Yell
R_Yell Dec 25 2010, 4:34am replied:

Not many because I like to wait until features are developed, art is in place and such things.

+1 vote     reply to comment
--JoKeR--
--JoKeR-- Dec 24 2010, 5:09pm says:

you should make a little coop chapter

+3 votes     reply to comment
medve
medve Dec 25 2010, 3:35am replied:

cant agree more

+1 vote     reply to comment
R_Yell
R_Yell Dec 25 2010, 4:32am replied:

I'm trying to focus on the mp/team vs side because it's already a rather large effort for 1 person. However I always was interested in a singleplayer mode along co-op and some sort of last man standing, using features that aren't meant to be included in FoF (like savegames). So you'll have to wait :)

+1 vote     reply to comment
TheCoolGman
TheCoolGman Dec 24 2010, 5:22pm says:

That's pretty inventive, this looks like a blast!

+2 votes     reply to comment
Jesusfreak
Jesusfreak Dec 24 2010, 12:29pm says:

Can't wait for this!

+2 votes     reply to comment
thedeepkiss
thedeepkiss Dec 24 2010, 10:11pm says:

Could you please give the bots with rifles a ranged AI where they always keep a certain distance from their target if possible and always duck behind cover in between shots?

You can simulate the player location as always firing simulated aimbot shots that the ranged AI senses and uses as basis for finding cover.

+1 vote     reply to comment
R_Yell
R_Yell Dec 24 2010, 10:44pm replied:

I see your point, it's tricky though. There's deathmatch field where AI just walks around, making it aware of good cover spots goes out of my personal scope. I may try to prevent it from running towards players sometimes. Co-op AI, on the other side, is meant to be semi-scripted, adding movement restriction, hints for cover spots and such. That's not deeply used, speaking truth ^^

+1 vote     reply to comment
Alidha125
Alidha125 Dec 25 2010, 2:26am says:

great, now just let me know when the mod's been optimized.

-1 votes     reply to comment
R_Yell
R_Yell Dec 25 2010, 4:47am replied:

Let me know when you upgrade your computer :) FoF requirements are quite affordable, even if some maps (outdoors mainly) aren't very optimized. Other than that, there's extensive usage of LOD's, sliders to decrease some FX's.

+3 votes     reply to comment
LORDDEREX
LORDDEREX Dec 25 2010, 2:57am says:

Nice post :)
Very nice :)

+1 vote     reply to comment
Newbez
Newbez Dec 25 2010, 2:21pm says:

not being able to walk from a bite? i think slowed down movement or not being able to run is a much better idea

+1 vote     reply to comment
R_Yell
R_Yell Dec 25 2010, 3:02pm replied:

It's more complex than that actually, I had to simplify it for the video. There's a speed reduction only if player gets bitten by a 'stock' rattlesnake. An attack enhanced snake causes paralysis for a few seconds, and player speed is recovered progressively. That's however a pretty expensive combination, which may require additional speed (another NPC enhancement) to increase success chances. It's going to get properly explained as I said ^^

+1 vote     reply to comment
Darius0101
Darius0101 Dec 26 2010, 6:09pm says:

Wow, after playing this mod for years its good to see something completely new, should bring alot more players in hopefully!

+1 vote     reply to comment
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Released Dec 19, 2007
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