Suggestion: Donut geometry, ie. no walls

What do you want to see in Armagetron soon? Any new feature ideas? Let's ponder these ground breaking ideas...
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Z-Man
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Re: Suggestion: Donut geometry, ie. no walls

Post by Z-Man »

Phytotron wrote:Gotcha. Like Defender or Bosconian. :) Still, you'd eventually come around, yes?
Yep. And you could come around with an offset to avoid the 'running into your own wall if you go straight' problem.
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Re: Suggestion: Donut geometry, ie. no walls

Post by Luke-Jr »

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...
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sinewav
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Re: Suggestion: Donut geometry, ie. no walls

Post by sinewav »

Luke-Jr wrote:For some reason, I want to make a server where the entire grid constantly moves upward...
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."
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Phytotron
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Re: Suggestion: Donut geometry, ie. no walls

Post by Phytotron »

Er, wouldn't that basically have the same effect as finite tail length?
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Jonathan
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Re: Suggestion: Donut geometry, ie. no walls

Post by Jonathan »

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.
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Tank Program
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Re: Suggestion: Donut geometry, ie. no walls

Post by Tank Program »

Jonathan wrote:If you happen to spawn in the back area
Have everyone start in a line parallel to the arena wall that's closing in.
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MikeyW
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Re: Suggestion: Donut geometry, ie. no walls

Post by MikeyW »

I guess the implementation needs thought.. you don't want to be rendering infinite cycles (which would happen for transparent walls!)
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