Gametype: Dynamicmatch
Posted: Tue May 18, 2010 8:33 pm
I want to invite everyone to test the new gametype I've created. Unfortunately the branch (http://www.orxonox.net/browser/code/bra ... namicmatch) isn't merged.
About the Gametype:
A Dynamicmatch is a kind of wild chase gametype (especially, if you add enough bots -the minimum number of players should be four).
At the beginning everyone starts as a normal player (called "chaser"). By shooting another player at the beginning you can upgrade your party to "killer". If you got shot, on the other hand, you'll be a "victim".
After this selection phase, the real game begins. Depending on your party you can do different things to score points. (Chaser-> shoot the victim, victim-> hide, killer -> kill chasers)
But be careful! You can easily become a target while chasing after another player, since every chased player has an option to defend himself. (Victim-> Shoot a chaser, Chaser -> kill Killer).
Finally be aware: Your party will change dynamically during a match.
After three minutes the match is over.
What I want to delegate:
- new ideas: How can the gametype/ the level be improved?
- integrating the gametype into the menu
(there are some configvalues store - for example friendlyfire and the tutorialmessages can be turned on/off)
- weight the parties' scoring: In the end there should be several strategies how to win (how to score points); no party should be extraordinary strong. In the next coding session I will try to improve this. But I'm sure that some players will have better ideas how the parties can be weighted.
About the Gametype:
A Dynamicmatch is a kind of wild chase gametype (especially, if you add enough bots -the minimum number of players should be four).
At the beginning everyone starts as a normal player (called "chaser"). By shooting another player at the beginning you can upgrade your party to "killer". If you got shot, on the other hand, you'll be a "victim".
After this selection phase, the real game begins. Depending on your party you can do different things to score points. (Chaser-> shoot the victim, victim-> hide, killer -> kill chasers)
But be careful! You can easily become a target while chasing after another player, since every chased player has an option to defend himself. (Victim-> Shoot a chaser, Chaser -> kill Killer).
Finally be aware: Your party will change dynamically during a match.
After three minutes the match is over.
What I want to delegate:
- new ideas: How can the gametype/ the level be improved?
- integrating the gametype into the menu
(there are some configvalues store - for example friendlyfire and the tutorialmessages can be turned on/off)
- weight the parties' scoring: In the end there should be several strategies how to win (how to score points); no party should be extraordinary strong. In the next coding session I will try to improve this. But I'm sure that some players will have better ideas how the parties can be weighted.