some crazy ideas

What do you want to see in Armagetron soon? Any new feature ideas? Let's ponder these ground breaking ideas...
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Lucifer
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Post by Lucifer »

Lyx wrote: Thats true. However, for someone who has seen the movie, those explosions make a bigger difference in getting the tron-feeling visually, than "our" bells and whistles.
Yeah, but there happens to be a fair amount of dissension on whether we should be copying the movie, or considering it one of our sources of inspiration, and I'm in the second camp. I want better explosions, period. I wouldn't mind movie-like explosions, but I want concussion waves.
Our menus are more complex.
I think that our menues are bloated and suffering from growing-pains...

*snip*
[/quote]

Indeed, I'll be the first to agree we need to rework our gui, I didn't say ours was perfect, just that his is much simpler and so has nothing to offer us in a cooperative sorta thing.
I'd say the luminousity of his grid is more near the movie - but for my taste its a bit too bright. Something in-between our moviepack and gltron's grid would imho rule.
What I didn't mention (since I was comparing default look anyway) is that ours gets more luminous with different textures. Most of the difference is caused by simply having different graphics than he has. The remainder is in the fog effect he uses to get the halos on the cycles, which I admit is kinda neat. :)
Hmm, right - is there maybe a way to have something which looks similiar to his explosions, but more simplified to save resources?
Our explosions are going to rock starting in 0.3. I put this particle system in and I beat on it every now and then, making a little progress each time. We'll have concussion waves (like I want), we'll have triangle cycle parts, even more complex models, and by blending two or more particle systems together we will probably get a high-performance configurable explosion. So if the question is "Can we take his and strip it down?" Yes, we can, but we don't need to because we're already working towards better explosions through regular incremental improvement.
i think it boils down to hugeness and speed at the same time. In the movie, the arena feels HUGE....
I'll give you that our sky could use some improvement, but I suspect that's mostly texture that needs to be improved. GLTron felt very small to me, nothing on the scale of the movie grid, whereas with high rim walls armagetron feels huge to me. So I'm not sure we're going to connect here other than to agree we'd like to see the whole environment look better. :)
Concerning your finishing thoughts: to put it overly simple..... armagetron looks unpolished and "rough" on the surface, but scalable and advanced under the hood...... GLTron looks polished and "professional" on the surface, but limited and problematic under the hood.
I don't know about problematic, it looks like his code is solid code and well-designed at that. I didn't say this before, but it was clear looking at his code that he's a very good programmer. :) C code can be ugly, but it usually isn't pretty, and when it is, that's the sign of a craftsman or an artist. And his C code was very pretty. It just doesn't do as much, feature for feature, as ours.

I should point out that a lot of the code in armagetron is also very pretty, and there are subtleties all over the place that might bite you, but are kinda neat. Overtones, I guess you could say. I'd wager that for every line of code I might look at and say "this sucks", there's 5-8 lines of code that are really awesome, if the ratio is even that large, probably more like 1:20 or something.
Keep in mind that what the players see, is only the surface. What the players might see in the future depends on the "internals".
I like Linux in large part because there was a great deal of focus on building a solid core first, then building the next stuff, then the next. We'll get there. Our current group of players is definitely very interested in playing the game rather than looking at shiny things. Everytime someone says "let's make it look prettier", 5 people (mostly not developers) jump in and say "No! Let's make it more fun!"

Heh, pretty, fun, bug-free. You may have the two that you pick.
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Lyx
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Post by Lyx »

Lucifer wrote:
i think it boils down to hugeness and speed at the same time. In the movie, the arena feels HUGE....
I'll give you that our sky could use some improvement, but I suspect that's mostly texture that needs to be improved. GLTron felt very small to me, nothing on the scale of the movie grid, whereas with high rim walls armagetron feels huge to me. So I'm not sure we're going to connect here other than to agree we'd like to see the whole environment look better. :)
Yes, i wasn't comparing GLTron and armagetron. It was more just general thoughts. Currently, non of the lightcycle games i know catch the described feeling. All more look like "rooms" instead of a huge arena.
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philippeqc
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Post by philippeqc »

Simple analysis of grid locked motion, apart from the fact that it ONLY works on a 4 axes at 90degrees.

Lets compare the size of a tile versus the width of a cycle. We will give our cycle a width of 1 for simplicity.

The tile size is < 0.5
Then it mean that there could be a valid space between 2 traces that is of 2 tiles width. Moving a cycle through that would show is existing throught the 2 walls.

The tile size is >= 1
At this point the separation of the grid become greatly visible to a player when he compares to the size of his cycle. Even if 2 walls have enough "physical" space between them for his cycle to fit, they could be spaced by exactly one tile, and thus not allow any motion between them.

The tile size is >= 0.5 and < 1
Ok, now if a space exist between 2 walls and is larger than the cycle, then you can pass in it. If it is smaller, there is no space. Easy to understand, easy to play. But but, wait, the choice of value is extremely restricted. O yes there are some variation, anything you want between half your width to your width. But what does it impact. Does changing this value allow for different trick or game play? no, you need a space that is 2 tiles wide to pass. So what does it affet? Well it gets a bit roomier if you use a larger value in this range, but that just for the rendering, because its a grid engine, so you are either between these 2 tiles, or between 2 other, and if your between 2 others your about to hit a wall.

(Sorry for the sarcasm in the last paragraph ;) )

Conclusion: A grid engine has only one solution. Also, you cannot do anything like this
http://forums.armagetronad.net/viewtopi ... 2728#32728 or this http://forums.armagetronad.net/template ... nipost.gif .

-ph
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Lyx
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Post by Lyx »

philippeqc wrote:Simple analysis of grid locked motion, apart from the fact that it ONLY works on a 4 axes at 90degrees.
Why does it only work at 90degrees? Where would the problem be with 45degrees?

I could imagine 33° and similiar being a problem, but not 45°. Not sure, but with some tricks 22,5 should also be possible.

However, i agree that the advantages of gridlocked movement(cyclewidth, aestetical issues, AI-pathfinding, reducing the advantages of ultra-tight wall-grinding) can possibly also be achieved with other means than gridlocking.
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Jonathan
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Post by Jonathan »

z-man wrote:The acceleration cap is already there; CYCLE_ACCEL_OFFSET servers precisely this purpose. Jonathan has found a way to turn around the acceleration curve: set CYCLE_ACCEL_OFFSET to a negative value smaller than -CYCLE_WALL_NEAR. Values between that and zero will have a nasty division by zero waiting for you, and diverging acceleration/braking around the critical value.
I did it because it's fun to rocket cycles into walls, and the risk of /0 is not big enough to stop me. Of course that's not the only strange acceleration curve. The server I run right now (try it :)) doesn't risk a /0.
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menus

Post by Washington »

Before you go changing the menu's I'd like to add some food for thought.

I'm not a programmer and I don't know the first thing about C++ or graphical menus, I've just played a lot of games, and I enjoy this one best.


anyway, I remember showing my friends the AA game and when I downloaded it onto their computer I think I heard more sounds of amazement out of them with the DOS loading look first. I think thats because when they are first thinking of the Tron era they know its from 1982 and that all the computers were using some type of DOS opperating system (I'm not sure what they were using but I think of Alan typing at his computer in the movie)

So don't change the load up if you guys can help it because while it is simple it does bring memorys back to what tron was, now the scroll down menu I would suggest even taking that to a dos style graphical area because I think that would just go with the loading.


Just my 2 cents, and just as an after thought you guys have developed an awsome game.
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Phytotron
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Post by Phytotron »

Well, I'm not going to bother picking apart everything. All I meant to suggest was that there may be some things in GLTron that might be nice to bring over to AA, if and where something might be handled better by that game. Note, I didn't mean to imply that anything should necessarily be entirely dumped from AA and replaced with how GLTron does it. And I didn't mention the areas in which AA is obviously better, because we all know those already. We know it has better gameplay, that it has online play, that it has mirroring, that you can configure the graphics to your liking, that it has various camera types, etc. Goes without saying.

Keep in mind, as well, that I don't know jack squat about programming or game rendering. Is the underlying manner in which AA renders better? OK. What do I know? Something else I noticed is that the GLTron cycles are more jagged than AA's, when viewed up close, so AA apparently does that better, for instance. Really, I come back to the transparencies and layers in the walls and floor, and the resulting parallax effect. The default artpacks don't really show that off. The ones I referenced above do, and it certainly gives more of that arena feeling Lyx was talking about. And the thing is, the image files used aren't high resolution. Of course, in both GLTron and AA, that's up to who makes the art/moviepack. It goes without saying that higher resolution images look sharper, whichever game they're used in. And of course, in each case, higher resolution will bring down fps. I can make (and have made) an AA moviepack with high resolution walls, floor, sky, tails, use of alpha-blending, and it'll look fab, but won't run for shit on my system. And vice versa and whatnot and so on and so forth.

I'm rambling. Anyhow, in terms of graphics, I think it'd just be neat to have the doubled floor and walls.

By the way, Lucifer, in GLTron you can decide the size of the arena—don't know if you realised that when you said it felt small. Also, your framerate experience was very different from mine. As I've said already, I get a better framerate in GLTron with a fancy artpack than I do in AA with moviepack and all graphics off/down. Don't know why that is, though. That's why I thought there might be something about how they do it that might be easier on fps, but again, what do I know?

So, like, in terms of what areas in development are emphasised, my personal view is that at this point there's no need to jump ahead of things into implementing all sorts of wild gameplay features and additions (which I've already voiced my distaste for). Instead, it'd be better to focus on ironing out the basic gameplay and bugs as it stands now to make it run as smoothly as possible. And meanwhile, on the side, doing a few things to make it look cool, while optimizing framerate as best as youse can.

But remember, with all my talk of graphics, I currently play the game without the moviepack on, and with all textures off and details turned down all the way. It's as stripped as can be graphically, and I still enjoy playing, because that's what's essential. So don't mistake me for thinking that graphics are foremost in my mind.

So, uh, yeah. :)
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Post by Lyx »

About arena-feeling:
Lyx wrote:- higher rim-walls and larger textures, yet with with more details(the appearance of scale comes from having large shapes as well as tiny details in them.... similiar to how to make spaceships appear big)

- parallax-effects..... so layers.

- having a transparent *gap* between the upper end of the rim-walls and the ceiling, so that it does not look like a "room"
I'd add one more idea which may improve it: Rim-Walls currently do not drop directional shadows on the grid, right? Has someone tried how it looks like if the rim-walls drop subtle directional-shadows on a more luminous grid? Nothing fancy, just simple shadows.
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