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99 levels

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Heyub

Posts: 66

Joined: Thu Jul 22, 2010 2:57 pm

Post Mon Jun 11, 2012 11:14 am

99 levels

As brought up by santiago, it would be worthwhile to attempt a systems to retain players. Trouble is that RPG elements just don't work in the simplistic game of bitfighter. RPGs are often complex and expansive, there is always something new.

While thinking I remember playing old games, of the same age as Zap! What I remember so vividly is trying to get the level 99, the last level!


Thus, I propse this; a drop-in drop-out multiplayer/singleplayer cooperative series of maps for bitfighter. The player can't just skip to level 99, they must start at level 1 and work their way to 99. Now, obviously, 99 levels wont appear over night, so there would evidently be less than that to start. However, over time, the series of maps cold expand to well over 99. There would be new ships but they would all be your opponent bots, battling you every step of the way.


This satisfies the old-school style and adds complexity through varied missions in each level and varied enemies. The complexity should not be over done due to the fact that players always have the same loadout options available and always fly the same triangular ships.

Now to dig into a few more details;
Amount of enemies should be based on players present, meaning bitfighter would need to be able to recognize that a player has "dropped-in" and "dropped-out." This could cause issues with players disconnecting then reconnecting, so it would be wise to put in a delay before adding/removing bots. The levels shouldn't be long and too hard; it should be fast, fun, frenetic. They should also reflect standard gameplay; CTF, Core, Nexus, and so on...
Honesty; I am not smart. Political; My vast knowledge is truly breathtaking.
Contract; I, herby, declare my knowledge unarguably* vast.
*In comparison to semi-intelligent life forms.
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watusimoto

Site Admin

Posts: 1558

Joined: Tue Feb 23, 2010 7:07 pm

Location: Quartz's mom's house

Post Mon Jun 11, 2012 12:23 pm

Re: 99 levels

Some good ideas here. In the next release, there will be at least some form of scriptable event handling (tested it tonight, it's pretty much working). There are already events for monitoring the number of players in the game, and it should be easy enough to add or remove bots as the number of players change.

And on our todo list is an idea for letting you put your server into a bots v. humans mode, where all humans go on one team, all bots on the other. Combined with what I described above, you're most of the way there.
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Heyub

Posts: 66

Joined: Thu Jul 22, 2010 2:57 pm

Post Mon Jun 11, 2012 12:46 pm

Re: 99 levels

Whoa, thats awesome! Will it be in lua or C?
Honesty; I am not smart. Political; My vast knowledge is truly breathtaking.
Contract; I, herby, declare my knowledge unarguably* vast.
*In comparison to semi-intelligent life forms.
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CleverBot

User avatar

Posts: 560

Joined: Sun Dec 04, 2011 3:37 pm

Location: Orokin Void

Post Mon Jun 11, 2012 3:06 pm

Re: 99 levels

Reminds me of the game Acclaim Bots.
http://www.youtube.com/watch?v=9lcGTpKvgQY
I tried to create a players vs bots dungeon map, but I got bored in the process. There just doesn't seem to be enough resources in the game to create an actual fun "level dungeon." However, currently the admin can put all of the players on one side and bots on the opposite team. So, y'all gonna need to do more than just "humans vs bots," but new obstacles as well.
P.S. Sprint is op in Acclaim Bots, too. Transforming is awesome!
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watusimoto

Site Admin

Posts: 1558

Joined: Tue Feb 23, 2010 7:07 pm

Location: Quartz's mom's house

Post Tue Jun 12, 2012 8:48 am

Re: 99 levels

All "user-level" scripting is done in Lua. If there are events/actions that you need that aren't available, the devs would code those in C++ and make them available to the Lua scripts.

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