Yep. And you could come around with an offset to avoid the 'running into your own wall if you go straight' problem.Phytotron wrote:Gotcha. Like Defender or Bosconian.Still, you'd eventually come around, yes?
Suggestion: Donut geometry, ie. no walls
Re: Suggestion: Donut geometry, ie. no walls
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Re: Suggestion: Donut geometry, ie. no walls
For some reason, I want to make a server where the entire grid constantly moves upward... so after a minute, your wall has fallen below the floor (and been deleted, internally) and you can drive over that area without problem. Maybe if it's sunk to a low height, your cycle can get past it, but takes a hit to speed/rubber...
Re: Suggestion: Donut geometry, ie. no walls
Oh wow, that's brilliant. Like a classic scrolling game. You get a little of that action in Flower Power Sumo Assault (Follow that van?). Imagine if the shape of the arena changed too (angles, obstacles). Could be like the classic game "Vanguard."Luke-Jr wrote:For some reason, I want to make a server where the entire grid constantly moves upward...
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Re: Suggestion: Donut geometry, ie. no walls
Er, wouldn't that basically have the same effect as finite tail length?
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Re: Suggestion: Donut geometry, ie. no walls
Basically it changes the way the wall decays. Instead of x distance it takes x time. Not sure what it will do to gameplay depth, but sounds interesting.
This made me think of moving the arena laterally. New space is constantly created in front, whereas the back will swallow you. I don't think it's much good though. If you happen to spawn in the back area you'll quickly find yourself locked in the closet, and the leaders in front won't be able to attack each other.
This made me think of moving the arena laterally. New space is constantly created in front, whereas the back will swallow you. I don't think it's much good though. If you happen to spawn in the back area you'll quickly find yourself locked in the closet, and the leaders in front won't be able to attack each other.
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Re: Suggestion: Donut geometry, ie. no walls
Have everyone start in a line parallel to the arena wall that's closing in.Jonathan wrote:If you happen to spawn in the back area

Re: Suggestion: Donut geometry, ie. no walls
I guess the implementation needs thought.. you don't want to be rendering infinite cycles (which would happen for transparent walls!)