New Gametype Idea
New Gametype Idea
I was playing in a shooting server, and I made a shot so big that I could drive within it. I thought of an idea from this.
Why don't we have a game of tag? It could use the Sty engine, and whoever is "it" has a deathzone around them, which follows them. When the person who's "it" touches another person, they become "it" and have to pass it to someone else within a time limit, or they're eliminated. Then, another person is selected at random to be "it" next.
Or, it could be included in the CTF or Fortress Shooting servers as a battering shield, depending on how much you charge it affects how long it lasts and radius the shield expands to. Or, you could have it perminant, so that if you touch someone's shield, they perish as well; making it so you have to core dump to score points and have to avoid other players.
Shields would make a great number of different gametypes.
Why don't we have a game of tag? It could use the Sty engine, and whoever is "it" has a deathzone around them, which follows them. When the person who's "it" touches another person, they become "it" and have to pass it to someone else within a time limit, or they're eliminated. Then, another person is selected at random to be "it" next.
Or, it could be included in the CTF or Fortress Shooting servers as a battering shield, depending on how much you charge it affects how long it lasts and radius the shield expands to. Or, you could have it perminant, so that if you touch someone's shield, they perish as well; making it so you have to core dump to score points and have to avoid other players.
Shields would make a great number of different gametypes.
- Tank Program
- Forum & Project Admin, PhD
- Posts: 6711
- Joined: Thu Dec 18, 2003 7:03 pm
- Tank Program
- Forum & Project Admin, PhD
- Posts: 6711
- Joined: Thu Dec 18, 2003 7:03 pm
- Tank Program
- Forum & Project Admin, PhD
- Posts: 6711
- Joined: Thu Dec 18, 2003 7:03 pm
I started working on something, but I can't figure out what interactions are going on that causes seemingly random transfers of who's it. Anyone care to look?
(Standard disclaimer that this is highly untested...)
Edit: Note: for some reason when I was testing with SetVelocity uncommented in Timestep (as it is) the zone flies ahead and disappears. This is funny because it didn't do that before and I don't remember changing anything...
(Standard disclaimer that this is highly untested...)
Edit: Note: for some reason when I was testing with SetVelocity uncommented in Timestep (as it is) the zone flies ahead and disappears. This is funny because it didn't do that before and I don't remember changing anything...
Last edited by Tank Program on Fri Feb 08, 2008 2:53 am, edited 1 time in total.
About the SetVelocity problem, isn't it just related to the client side simulation ?
The same effect appears on CTF if you set the flag blinking off when it is hold by a player. As the client didn't "know" about the flag, it just use the basic zone simulation and the flag goes straight away instead of following the player's cycle until next server sync.
The same effect appears on CTF if you set the flag blinking off when it is hold by a player. As the client didn't "know" about the flag, it just use the basic zone simulation and the flag goes straight away instead of following the player's cycle until next server sync.
- Tank Program
- Forum & Project Admin, PhD
- Posts: 6711
- Joined: Thu Dec 18, 2003 7:03 pm
I've got a server running called "Tag Test" implementing the game mode. It may be a bit laggy but do give it a shot. From testing things out a bit, it seems hard for people to shake the habit of going after whoever. You really don't want to go after the guy with the zone over him. The longer he has it the better it is for you.
The server also allows authentication to the forums.
The server also allows authentication to the forums.
played against some bots and it's quite good.
but wouldn't it be better to have it the other way around? so being "it" wins you points?
that way it's lots of people chasing after one person, rather than lots of people running away from one person.
just a thought.
but wouldn't it be better to have it the other way around? so being "it" wins you points?
that way it's lots of people chasing after one person, rather than lots of people running away from one person.
just a thought.
Homer: Uh...it's like...did anyone see the movie "Tron"?
Dr. Hibbert: No.
Lisa: No.
Marge: No.
Wiggum: No.
Bart: No.
Patty: No.
Wiggum: No.
Ned: No.
Selma: No.
Prof. Frink: No.
Rev. Lovejoy: No.
Wiggum: Yes. I mean -- um, I mean, no. No, heh.
Dr. Hibbert: No.
Lisa: No.
Marge: No.
Wiggum: No.
Bart: No.
Patty: No.
Wiggum: No.
Ned: No.
Selma: No.
Prof. Frink: No.
Rev. Lovejoy: No.
Wiggum: Yes. I mean -- um, I mean, no. No, heh.
Infamous wrote:but wouldn't it be better to have it the other way around? so being "it" wins you points?
that way it's lots of people chasing after one person, rather than lots of people running away from one person.
Tank Program wrote:With hold the flag, aren't people chasing you, where as with Tag, you'd be chasing them.wrtlprnft wrote:Your first idea is basically the same as hold the flag, which is already implemented…
K-Yo
i know i did read it.
but after playing it, i reckon it would be better that way round.
dont worry Kyo, they ignore me anyway
but after playing it, i reckon it would be better that way round.
dont worry Kyo, they ignore me anyway
Homer: Uh...it's like...did anyone see the movie "Tron"?
Dr. Hibbert: No.
Lisa: No.
Marge: No.
Wiggum: No.
Bart: No.
Patty: No.
Wiggum: No.
Ned: No.
Selma: No.
Prof. Frink: No.
Rev. Lovejoy: No.
Wiggum: Yes. I mean -- um, I mean, no. No, heh.
Dr. Hibbert: No.
Lisa: No.
Marge: No.
Wiggum: No.
Bart: No.
Patty: No.
Wiggum: No.
Ned: No.
Selma: No.
Prof. Frink: No.
Rev. Lovejoy: No.
Wiggum: Yes. I mean -- um, I mean, no. No, heh.
- Tank Program
- Forum & Project Admin, PhD
- Posts: 6711
- Joined: Thu Dec 18, 2003 7:03 pm
Anyone have any ideas for better scoring? I still think the major problem is people have to get over the mentality of chasing the man with the zone, and simultaneously, the man with the zone needs to get over trying to hold on to it. (This is a case of I'm not sure if re-spawning is really helping.)IRC wrote:19:38 #armagetron: < K-Yo> #later tell guru3 I tried ur tag test server, it's nice, but suiciding gives you more points than keeping "it"... i suicided everytime