Audience Meter

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5 comments, last by serratemplar 13 years, 9 months ago
Here is my game Big Porks Prime Time. Its a basic third person yaw based shooter, kill the boss before the time runs out.

You are a contestant on a "game show" Prime Time and the host "Big Pork" will always mock you whenever you "die". I am trying to think add an "audience meter" where you have to entertain the "crowd".

Ideas that would increase your rep:
_>One idea I had was a king of the hill scenario, where you have to not only deal with the robots but run around the level and stand on certain "spots" on the map for a period of time within a threshold.
->Overkill - Use a rocket on a basic enemy


Decrease your ratings:
->Stand in a stop for a period of time.
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Windows Build

[Edited by - Aiursrage on July 28, 2010 11:36:11 PM]
I dream hard of helping people.
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I can't play it (what, no Linux build!? :) ), but I guess you could use the audience meter to direct players towards certain goals... maybe the audience likes blood, so they cheer when the player kills a lot of things.. or boo if they sneak around trying to avoid enemies (I guess that's only going to work if you have some sort of objective other than "kill all bad dudes").

Basically, it would be like alignment in an RPG... but with the added twist that the audience might like different things at different times... e.g. sometimes they want a lot of blood, sometimes they want the player to be honourable. So the player has to act accordingly if they want the audience to like them. The audience's "mood" could depend on the scenario, or could be random.

I'm not sure how you'd handle the consequences of a high or low audience meter. It would be a shame if it was just a gimmick, without any material consequence to the player. If you have a points system, it could contribute to that. The downside is, that would encourage the player to always do what the audience wanted.. it might be cool if they could say "screw them" and do their own thing (like in RPG alignment where systems are much better if you don't always get punished for being evil).

Maybe you could get different types of powerups (if you have them?), depending on whether the audience likes you or not... which could be worked into the gameshow thing.. if the audience likes you, you get a "crowd favourite" prize... if they don't like you, you get a gift from an "anonymous admirer" (who likes unpopular contestants or something).

Anyway, just a few random thoughts off the top of my head. Probably not at all useful :)
Sorry Unity does not build to Linux. Though you might be able to play it in the browser later on (except not right now of course -- because I am using Unity3 and they have not released the browser plugin yet). I found your comment to be quite useful.


I did find your input useful thanks.

You can lose by two ways, the first would be to run out of time (without killing the boss), the second would be to get such low ratings you "get kicked off the show". The better the ratings the more points you will get for kills (so afterwords you can buy better mechs, weapons, etc).

Whenever you kill a building, it will drop a token, if you pick up the token it will give you a random power-up. As your ratings climb higher, better power-ups are thrown into the mix. There might be a sweet spot (or "danger zone") where the whole audience hates you, you are perilously close to getting kicked off the show but the host will be in some sort of a love-hate relationship with you (when you pick up the tokens you will get a good chance of getting a "super powerup").


Now I am thinking it will work like this.

->You ratings goes up as your kill multiplier goes up (the more you kill the higher your ratings gets).
->If you die your ratings will take a hit.

->These "king of the hill" spots you have to stand behind are actually in game endorsements, for example you might be drinking a beer (root beer that is). Now depending on how your ratings are this will either be positive or negative (with the audience, studio and host).


->Around the level are what we call soap boxes (actual boxes you can stand on) the camera will zoom in to face you. You can then proceed to talk smack about the host, the audience, or the other "champion"

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More generally
In a more open game for example a vehicle game where you go off ramps (through rings of fire), as well as having the objective of killing the boss etc. It would be easier and more natural to add the audience meter

[Edited by - Aiursrage on July 29, 2010 1:16:35 PM]
I dream hard of helping people.
The audience could be the equivalent of a combo meter that increases as you perform different actions and decrease when you are not.

For example:
Chain kills,
Multiple kills,
Tricks,
Devestation

When the meter reaches certain levels the audience could award bonuses or demands more challenges.

The bonus should be based partiality on how the player filled the meter. Most of the points come from kill chain? Then announcer calls out “What’s that audience? You think its to easy for him? Then bring on double enemy time!!!” get to the next audience level in the same way? “This incredible folks this audience is out for blood. They keep callings out more, more, more! So who am I to refuse bring on Triple Enemy time”

Other awards could be a side kick, power ups, over time etc…

You could even add sponsors as way of earning more money between shows. Sponsor task could be optional task. Kill a hundred enemies with a flame throw to earn a deal with Flame Tek, hold Cola hill for 3 minutes straight for a deal with cola corp.



Firstly, cool name. :)

The 'audience meter' is an interesting idea. I like what numerous other replies have suggested, such as the audience having different 'attitudes' and changing what they want to see, and also optional sponsor tasks for doing certain actions related to the sponsor.

Rather than having these specific tasks to increase your rep/entertain the crowd, such as "Overkill - use a rocket on a basic enemy", why not have a much more streamlined system where your rep goes up dependant on things like activity (not standing still, jumping, screen movement in general), variety of kills (the more you kill with the same weapon, the less your rep goes up) and consistency (chaining together constant kills, rather than killing a large group then waiting for more).

You can use these three ideas as the basis for your rep system, and then if you decide to add more weapons or something in future, the same system can still apply.

Hope I helped :)
Hmm having an 'audience' -- maybe like the guys in Mystery Science Theater 3000
making comments ....


Would be amusing. but it might be a challenging AI project to make them
make pertinent comments (to 'understand' what happened and make appropriate commentary) and to have a large enough number of variations
to have it not quickly become repetitive.
--------------------------------------------[size="1"]Ratings are Opinion, not Fact
TechnoGoth took the words right out of my mouth; actually I had been working with such a design a few years back, but it never came together.

In addition to (or instead of) the crowd granting the player abilities and/or power as the player completes successive combos, members of the crowd could throw power-ups, weapons, etc into the arena for the player to make use of. This isn't a direction I'd go in, but another option is the reverse: for the crowd to throw debuffs for the player, buffs or weapons for the enemy, and in general "kick the player while he's down" so to speak.

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