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Optimism vs Realism

Name: Anonymous 2011-09-27 8:07

What could [/]prog possibly &/or realistically hope to achieve, now and in the near, or even distant future?

...Trolls anticipated, as are hopefully a few good answers ;

Name: Anonymous 2011-09-27 8:55

Procedural FPS: two-ish types.

In both cases, the maps are procedural.

First case: Game types include standard stuff like Team Deathmatch, Domination, Capture the Flag, Onslaught, stuff like that. The map code would actually be the algorithm, a seed specified by the server would be used, and the server would send the seed off to the user, the user would make the map, maybe calculate a few hashes and check with the server to see if they're right, then join the game.

Second case: A map with some static elements, but with the use of portals or map redefinition code, when the battle progresses, as is the case in something like Tremulous and its stages, new parts of the map open. The new parts are designed for various requirements, like if you wanted to promote balanced gameplay, the new area might have elements catering to or restricting playstyles that were previously "overly" effective.

I was just thinking something funny, is if you say had an 0 shaped level, the procedural map modifier could even distort existing level geometry, so if something like one side of a base was terribly weak, the game could rotate and extend existing paths so the weaker side was harder to get to.

Name: Anonymous 2011-09-27 9:06

>>5
Also, possibly combined with this, is Portals used in multiplayer games to distort level geometry/graphs.

An idea might be like a standard CTF map, your flag is in the center of a square room. Two doors on opposite sides of the room. Either door, you can head out, turn left, turn left, turn left, walk through the door, and you're in the enemy base! This could be spiced up by having various paths that say go downhill to the top of the enemy base, and in the worst-case-scenario, and MC-Escher-stairs like level for Team Deathmatch, where you have to look up and down and around for enemies.

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