
Which game modes have you always dreamed of ?
- Tank Program
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- philippeqc
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It's in the spec for Bacchus. ;) Will be based on the Wall.Tank Program wrote:How hard would it be to have a squar winzone?
I've been wondering a lot about the King of the Hill. Very interesting one. Not really knowing what King of the Hill means for other games, it is not easy to figure out what it would be for ours.
Here is a crack a it:
- A Zone moves (on a fixed path, at random, other)
- The purpose of the Zone is to give points to players who are in it at a certain rate
- If many players are in it, only the one the closest to the center gets points
Basically, you need to defend the center with this.
Another crack at it
- A Zone moves (on a fixed path, at random, other)
- The purpose of the Zone is to give points to the "king" player at a certain rate
- The last player who enters gets the king status
- The are at most one king at any time, so giving the status to someone removes it from any previous holder
- Leaving the Zone has no effect on the king status
- Occupying the Zone has no effect on the king status (ie someone is the king and sits at the middle of the zone. Another players enters the zone, stealing the status. The previously king player need to re-trigger an enter event to regain his status, which implies that he must first leave the zone to re-enter it.)
Alt: leaving the zone also removed the king status.
It all boils down to:
- Closest player to the center, as long as it is inside the Zone (works great for circle)
- King status assigned and removed on specific events
The true queestion is, What does King of The Hill means for you. What is needed to be King, what is needed to lose it?
-ph
Canis meus id comedit.
It's a game from childhood. I assume there's a version of it played by all kids everywhere, but here's how it works.
You get about 5 or more 8 year old boys together and you find a pile of something, usually a small hill. Then one kid gets on top of the hill and the others try to take it from him. He can do anything he needs to to keep his hill, but when someone knocks him off the top, that person is now king of the hill and must defend it.
It's a pretty rough game.
Some adults still play it every now and then....
(next someone's going to suggest a Bloody Knuckles mode, watch)
You get about 5 or more 8 year old boys together and you find a pile of something, usually a small hill. Then one kid gets on top of the hill and the others try to take it from him. He can do anything he needs to to keep his hill, but when someone knocks him off the top, that person is now king of the hill and must defend it.
It's a pretty rough game.

(next someone's going to suggest a Bloody Knuckles mode, watch)
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- Phytotron
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The only "King of the Hill" I've played in video games is in first-person shooters like Perfect Dark or James Bond. In these instances, an area in the map is designated as the Hill (could be random or predetermined). Players then try to locate and occupy it (I suppose a large, mazey map would be good). You only retain King status so long as you or one of your teammates are within the area ("[so-and-so] or [Team A] has captured the Hill!"). If you leave it for any reason (including being killed), you lose your status and the Hill is up for grabs. Points are awarded by retaining the Hill for a certain amount of time (there's usually a little clock that ticks down from the time of entrance). Once that time has expired, the point is awarded ("[so-and-so] or [Team A] is King of the Hill!") and the Hill switches to another area in the map.* Repeat. The match is over once (a) an overall time limit is reached, or (b) a score limit is reached.
* In the case of AA, it could also be done via rounds, with the round ending once a single Hill is held for a set amount of time. Then the next round the Hill is placed in a different spot. This also allows for the match to be over when (c) a round limit is reached.
* In the case of AA, it could also be done via rounds, with the round ending once a single Hill is held for a set amount of time. Then the next round the Hill is placed in a different spot. This also allows for the match to be over when (c) a round limit is reached.
Last edited by Phytotron on Sun Oct 23, 2005 4:09 pm, edited 2 times in total.
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Tag (two versions)
At the start, one player is designated It (which would possibly need some sort of graphical signification).
Version A: The player designated It must core dump someone else. He is awarded a point, and the dumpee then becomes It.
Version B (for Backwards): All other players seek to core dump he who is It. Whomever is attributed the dump is awarded a point, but then himself becomes It.
In both versions, each core dump of It and switch in It status could mark a new round in the match. A time limit for the match might be more desireable than a score limit or set number of rounds. Most points at the end wins.
Question is, in Version A, what happens if It crashes before dumping someone else? Repeat first down?
At the start, one player is designated It (which would possibly need some sort of graphical signification).
Version A: The player designated It must core dump someone else. He is awarded a point, and the dumpee then becomes It.
Version B (for Backwards): All other players seek to core dump he who is It. Whomever is attributed the dump is awarded a point, but then himself becomes It.
In both versions, each core dump of It and switch in It status could mark a new round in the match. A time limit for the match might be more desireable than a score limit or set number of rounds. Most points at the end wins.
Question is, in Version A, what happens if It crashes before dumping someone else? Repeat first down?
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Trying to get Subby back in the gameLucifer wrote:Ummmm, polo?
Also, race down the hill without walls, and with a custom light cycle model that looks like a penguin.

Oscilloscope
PostPosted: Sun Oct 23, 2005 4:03 pm Post subject:
Tag (two versions)
I like the tag idea.
Freewheelin'58 I want Goshdarn back!!
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- Freewheelin'56
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I was actually making a reference to TuxRacer, of of the other great open source games. 

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Capture the trace:
The trace (wall left behind a cycle) has 2 section, one hard acting in the same fashion as today, killing the infotunate, and one soft. Hitting the trace of someone else on the soft zone robs the player of a portion of its trace lenght, and adds it to the stealing player. Players get points at a rate proportional to their trace lenght.
Variation:
-The soft part is
a) immediatly after the cycle,
b) somewhere in the middle of the trace,
c) at the end of the trace,
d) a pattern (ex: dotted line)
- When hitting the soft part, the lenght stolen is
a) constant,
b) proportional to the total lenght of the trace of the victim,
c) From the point of impact to the end of the victim's trace.
Two arrangement I think would be fun would be
a) Soft part of fixed lenthg immediatly after the cycle. "fixed lenght trace" similar behavior for the whole trace. Stealing reduce a player's "fixed lenght trace" by a constant.
- This would have much swirling and close fighting between 2 players at very close distance as they would exchange lenghts of trace at a very high rate. They would be forced to keep themself very close to their ennemy, for fear of the hard part.
b) Hard part is relatively short (either fixed lenght or proportional to the total lenght) and immediatly after the cycle. The players would have to be agile with such a restricted offensive part to protect their own bounty, and agressive to dare stealing while exposing themself.
-ph
The trace (wall left behind a cycle) has 2 section, one hard acting in the same fashion as today, killing the infotunate, and one soft. Hitting the trace of someone else on the soft zone robs the player of a portion of its trace lenght, and adds it to the stealing player. Players get points at a rate proportional to their trace lenght.
Variation:
-The soft part is
a) immediatly after the cycle,
b) somewhere in the middle of the trace,
c) at the end of the trace,
d) a pattern (ex: dotted line)
- When hitting the soft part, the lenght stolen is
a) constant,
b) proportional to the total lenght of the trace of the victim,
c) From the point of impact to the end of the victim's trace.
Two arrangement I think would be fun would be
a) Soft part of fixed lenthg immediatly after the cycle. "fixed lenght trace" similar behavior for the whole trace. Stealing reduce a player's "fixed lenght trace" by a constant.
- This would have much swirling and close fighting between 2 players at very close distance as they would exchange lenghts of trace at a very high rate. They would be forced to keep themself very close to their ennemy, for fear of the hard part.
b) Hard part is relatively short (either fixed lenght or proportional to the total lenght) and immediatly after the cycle. The players would have to be agile with such a restricted offensive part to protect their own bounty, and agressive to dare stealing while exposing themself.
-ph
Canis meus id comedit.
Everyone go back and read the latest viagra spam they received, then reread Philippe's post.
/me can't believe he read a viagra spam.
/me can't believe he read a viagra spam.
Check out my YouTube channel: https://youtube.com/@davefancella?si=H--oCK3k_dQ1laDN
Be the devil's own, Lucifer's my name.
- Iron Maiden
Be the devil's own, Lucifer's my name.
- Iron Maiden
Lucifer wrote:Everyone go back and read the latest viagra spam they received, then reread Philippe's post.
/me can't believe he read a viagra spam.
- This would have much swirling and close fighting between 2 players at very close distance as they would exchange lenghts of trace at a very high rate. They would be forced to keep themself very close to their ennemy, for fear of the hard part.
b) Hard part is relatively short (either fixed lenght or proportional to the total lenght) and immediatly after the cycle. The players would have to be agile with such a restricted offensive part to protect their own bounty, and agressive to dare stealing while exposing themself.
