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experimental gameplay object

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tazinator

Posts: 352

Joined: Fri Jul 05, 2013 7:35 pm

Post Fri Mar 28, 2014 12:53 am

experimental gameplay object

experimental gameplay object, compare to testitems and asteroids

Description:these are solid to projectiles and will either absorb or bounce them away. These objects cannot be touched by ships. These objects have movement and velocity and pos just like asteroids and testitems. the only difference is that your ship can't touch them.

called experimental because their prescense would alter the gameplay of maps. they add a completely new dimension to the gameplay

the main purpose of this object is to be a gameplay experiment. Bitfighter has ZERO objects that do not interact with ships, but still absorb weapons.

I didn't make any, I've played a (different!) game with these on Mac Os 9. Old games are seemingly all I play :zapdance:
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sky_lark

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Post Fri Mar 28, 2014 9:03 am

Re: experimental gameplay object

What would stop your ship from touching these objects?

What do you think these objects would look like?
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Skybax

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Post Fri Mar 28, 2014 10:42 am

Re: experimental gameplay object

He's talking about an anti-weapon zone. This could probably be done with a levelgen. Basically it's a place where a ship can exist and weapon-fire can't.
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tazinator

Posts: 352

Joined: Fri Jul 05, 2013 7:35 pm

Post Fri Mar 28, 2014 11:03 am

Re: experimental gameplay object

evidently my point was missed ;D


1. moving object that cannot physically touch ships
maybe we should start with this
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Skybax

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Post Fri Mar 28, 2014 11:24 am

Re: experimental gameplay object

Zones can move...
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amgine

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Post Sat Mar 29, 2014 6:00 pm

Re: experimental gameplay object

basicly one way walls?
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tazinator

Posts: 352

Joined: Fri Jul 05, 2013 7:35 pm

Post Sat Mar 29, 2014 6:40 pm

Re: experimental gameplay object

OK

If you could drive over testitems, that is SHARING THE SAME SPACE
but inside the testitem all your shots would blow up

so i guess SORT of like a zone.
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sky_lark

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Post Sat Mar 29, 2014 10:17 pm

Re: experimental gameplay object

You didn't answer my questions...

- How would you physically prevent players from contacting with the object? Would it be smart enough to actively dodge ships or something?

Or do you mean that the object can touch players, but its movement is not affected by a player? Like a really heavy testitem.

- What would it look like? A little drawing could be really helpful here.
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Skybax

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Post Sat Mar 29, 2014 10:34 pm

Re: experimental gameplay object

Sky_lark, he's talking about an object (like a testitem) that your ship can fly through, but your shots can not.
raptor wrote:Sorry Skybax, I hijacked your signature so I could post lots of info.
Whittling While wrote:Does this mean I finally get quoted in someone's signature?
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tazinator

Posts: 352

Joined: Fri Jul 05, 2013 7:35 pm

Post Sat Mar 29, 2014 10:53 pm

Re: experimental gameplay object

Skybax wrote:Sky_lark, he's talking about an object (like a testitem) that your ship can fly through, but your shots can not.

Bingo!
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Skybax

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Post Sat Mar 29, 2014 11:02 pm

Re: experimental gameplay object

I already know zones can be made that have these properties by using a levelgen, but I'm unsure of how fluid it would be if you tried to get them to move around freely. I'm guessing you'd want them to react to being shot, as in, move like a testitem?
raptor wrote:Sorry Skybax, I hijacked your signature so I could post lots of info.
Whittling While wrote:Does this mean I finally get quoted in someone's signature?
watusimoto wrote:Who are the devs around here?!?
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tazinator

Posts: 352

Joined: Fri Jul 05, 2013 7:35 pm

Post Sat Mar 29, 2014 11:19 pm

Re: experimental gameplay object

The very thought of doing it in levelgen sounds like a nightmare. Better to edit the source code..

Skybax > not necessarily. You might want it to be a special property that can be placed on objects (at first), the whole not touching ships but still taking damage thing.

If this property (what we're really talking ) was on asteroids, for example, you would still shoot asteroids, but they couldn't touch you if you fly in them. HOWEVER, trying to shoot other players through an asteroid field would become hard fast. It's THE way I'm envisioning will solve the "open areas boring", as it were.



the reason I'm switching from experimental object to experimental property is that as a property, you could easily mass test it on all kinds of existing objects. (in the end I would expect this property to become a new type of object :))
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Fordcars

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Post Sun Mar 30, 2014 1:17 pm

Re: experimental gameplay object

Skybax wrote:I already know zones can be made that have these properties by using a levelgen, but I'm unsure of how fluid it would be if you tried to get them to move around freely. I'm guessing you'd want them to react to being shot, as in, move like a testitem?


It would be fairly easy (if bullet:getLoc() is on zone, then removeFromGame(bullet))
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sky_lark

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Post Mon Mar 31, 2014 2:07 am

Re: experimental gameplay object

Ahh so kind of like a roving shield. Get inside and you're safe, so long as you can keep up.

There might be an interesting King of the Hill game mode mechanic to be explored there.
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amgine

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Post Tue Apr 01, 2014 6:24 pm

Re: experimental gameplay object

ghost items :) good idea i have thought about this a time or two myself.
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tazinator

Posts: 352

Joined: Fri Jul 05, 2013 7:35 pm

Post Tue Apr 01, 2014 8:27 pm

Re: experimental gameplay object

sky_lark wrote:Ahh so kind of like a roving shield. Get inside and you're safe, so long as you can keep up.

There might be an interesting King of the Hill game mode mechanic to be explored there.


actually, Yeah!
Play my new level! Two different teams fight over a nexus: One mainly defends while the other attacks! is fun
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amgine

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Joined: Thu Apr 19, 2012 2:57 pm

Post Sat Apr 05, 2014 1:16 pm

Re: experimental gameplay object

uh isnt there already rabbit and can it be for all items like turrets walls cores ect ?
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