Pressure Project 1 – Colton Walker

Description of Experience:

I was playing a video game called Rocket League, which is essentially soccer played with vehicles. At the beginning of the match, a stationary ball sits in the middle of the field. There are four different spawn points on each side of the field, which the players rotate through after each goal. When you’re playing with two teams of the same size, the game makes sure that the teams spawn at points with rotational symmetry, ensuring that the teams start with equal distance away from the ball. This is necessary because the spawn points in the midfield are significantly closer than those by the goals.

spawn points map

There is a game mode that allows a single player to take on a team of two, three, or four bots at once. This game mode is certainly intended to be difficult, but while I was playing today I noticed something. The single player rotates through their four spawn points. This creates situations in which the player begins further away from the ball than the closest members of the other team. If you’re playing 1v4, you’re spawning further away than your opponents 50% of the time. Considering that goals are regularly made on first contact, this is a major design flaw.

3

 

 

Design Process

I decided that the best solution was to limit the spawn points of the single player based on the spawn points of the opposing team at each new play. It seems to make the most sense because it solves the initial problem and it’s less limiting than flat out restricting the player to spawn points A and B. Furthermore, limiting the player to A and B would create an unfair matchup in 1v2. Another option would’ve been to delay opponents so that they reach the ball at the same time as the player, but that had several issues including a potential pile up among teammates. The fourth idea would create a new spawn point that’s a little bit closer than C to the ball, but it seems too complicated when you can solve the issue easily using the spawn points that already exist.

brain.jpg

Proposed Intervention

My solution to the problem is to make sure that the single player is as close as the closest player on the opposite team on any given play. It’s also important that the single player is never closer to the ball than the closest player of the opposite team, which would be possible in 1v2.

For the purpose of explaining my proposed solution, I have labelled the spawn points. The single player, on the blue team, spawn at points A, B, C and D. The bots, who are on the orange team, spawn at points A’, B’, C’, and D’. There are many permutations of possible spawn combinations, but these are limited by the fact that the players are always adjascent to one another (a player at B’ must be next to a player at either A’ or C’ – there could not be only two players spawning at B’ and D’). It’s also limited because the players move through the spawn points in order.

spawn points map

I have made three tables showing the possible spawn points for the player based on the bot locations, although the only time the player spawns at C is playing 1v2. This keeps the single player from having an advantage upon spawning.

 

1 vs 2

Bot Positions

Potential Player Positions

A’ B’

A B

B’ C’

A B

C’ D’

C

D’ A’

A B

 

1 vs 3

Bot Positions

Potential Player Positions

A’ B’ C’

A B

B’ C’ D’

A B

C’ D’ A’

A B

D’ A’ B’

A B

 

1 vs 4

Bot Positions

Potential Player Positions

A’ B’ C’ D’

A B

B’ C’ D’ A’

A B

C’ D’ A’ B’

A B

D’ A’ B’ C’

A B

Reflection

Designing this solution by myself was a bit more challenging than it was when we worked in teams during class on Tuesday. One nice thing about working in teams was that during brainstorming, I heard ideas that I probably wouldn’t have come up with on my own. Additionally, it was nice to have people to critique my solutions. Sometimes when I think I have the best solution, it turns out that there’s a glaring problem with it that somebody else would have caught during brainstorming. In groups, you can build off your partners’ ideas and improve upon them. It’s still possible to do this by yourself — my final solution was actually produced when I found a problem with restricting the spawn points to A and B in 1v2 mode. Although it’s nice to have creative control in these situations, I would have preferred to work with partners to find the best solution.

Advertisements

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s

%d bloggers like this: