fps
FeaturedDesign an arena level for Jev FPS (the ASCII map, the demons, the pace), then measure where Jev's decision rate stops being enough.
AI & Automation 957 stars
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Skill Content
# Craft: Jev FPS levels
Jev FPS is a first-person arena shooter that Jev plays by itself, one typed decision at a time. You
shape the arena in `level.json`. The craft is a map that reads well in 3D and a pace that shows the
real limit: about nine decisions a second.
## What Jev is asked, every tick
One call, four questions, all answered in parallel from the same state text:
```
turn choice LEFT_HARD LEFT LEFT_FINE AHEAD RIGHT_FINE RIGHT RIGHT_HARD
move choice FORWARD BACK STRAFE_LEFT STRAFE_RIGHT HOLD
fire noul "Fire now? Yes only when a demon is in your crosshair and you have ammo."
threat score calm < watchful < pressed < critical
```
The state text is what a player could know: health, ammo, wall distances, each demon in sight with
its bearing and distance, the nearest demon it can hear but not see, the automap route, and whether
the crosshair is on a demon. The pane shows this text live under "What Jev reads".
## Drawing a good map
- Tiles: `#` stone, `%` tech panel, `=` hell brick, `.` floor, `P` start, `D` demon spawn,
`M` medkit, `A` ammo. The border must be wall. Every row is the same width.
- Give sight lines of 5 to 9 tiles. Very long halls make it a shooting gallery. Tight mazes hide
demons until they are biting.
- Put spawns on at least two sides of the start so Jev must turn to deal with them.
- Pillars (single wall tiles in a room) make demons split and flank, which is fun to watch.
- A level of about 24 by 16 fills the minim...
Details
- Author
- autonomous-ai
- Repository
- autonomous-ai/openharness
- Created
- 1 months ago
- Last Updated
- today
- Language
- C
- License
- MIT
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