It could be made simple, though it would be limited. If you were to record moves and timing between moves, you would be able to identify certain mazes and traps done at a speed / size set by the game. This could allow some (hopefully not overly difficult) mazes that look cool or make a specific design to put out a message / sound as you've mentioned. The voice and text thing could be cool, as many other games have done. Obviously, this wouldn't allow all of the special "trapped an enemy in this special trap" sort of thing, but it would add little things to try for during a match. Maybe in certain cases, it could give you extra points and whatnot, which could either have a setting or just log it because different special moves would likely be worth different numbers of points, but servers like sumo where it could be dangerous to try and get away with it, maybe you could rack up some extra points while you dominate the ring.Lucifer wrote:The problem: How does the game tell what's going on? I have a path to a solution, but it's riddled with potholes and speed bumps, and there's a speed limit. And, dare I say, it's better to offload this into a scripting engine, anyway.
Taken a step further, maybe it could even be in a separate file so servers can create their own special moves. This would allow scripts to give you bonus items, points, abilities, etc. based on what you do, adding another element to the RPG style servers. I would see having basically a file like this ...
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LEFT 50 25 RIGHT 50 25 LEFT 50 25 RIGHT 50 25
I guess I see using this for game abilities being better than having predefined ones for a voice message or something. More control on the server will always end up having uses we never imagined. I can picture an RPG where you have a teleport ability, but have to cast the spell.