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macksting

Game lua: Qualifiers

Aug 11th, 2016
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  1. New game type: Qualifiers*
  2. *as in Olympics
  3. General notion: Individual or team which achieves the highest speed during the time frame wins.
  4. Specific implementation: Score = highest speed so far in legible format.
  5.  
  6. Low priority: If feasible, give output of present speed (legibility less important, but preferably analogous to score). As I have a script which allows me to do that as measured in WU per second from the player's side, this isn't crucial; at worst I can send that script out along with the netscript. The intention of folding that feature into the game type netscript is merely to level the playing field by making it available to other players.
  7. The reason legibility is less important is because the output of that script might be much more granular than the output of the scoreboard at game end, for all I know. And as such, it's better to have something than nothing.
  8.  
  9. An unknown: I do not know how much the engine can handle in terms of speed. Likely top speeds will vary according to player creativity and level design, likely greatly exceeding the maximum strength of a mancannon because of additive properties thereof.
  10.  
  11. Score doesn't change until a new high speed is reached. At first, of course, this results in constant tiny score fluctuations, but moving slowly for a few moments will not result in falling behind; setup is a normal part of this gameplay. Rather than constant speed or reaching a specific location, extreme top speed is rewarded.
  12. Means is unimportant, though if feasible I would like it to be impossible to obtain a top speed while dead, so as to encourage sabotage by the enemy team and penalize mistakes.
  13.  
  14. New high speeds should replace the old score, rather than adding to it; setting numerous records is unimportant compared to the goal of maintaining a record or setting a new one.
  15.  
  16. Example:
  17. Player 1 ambles slowly toward a rocket launcher at beginning of the game. New top speed! But possibly too low to register a point due to mathematical operation.
  18. Player 2 runs desperately, probably diagonally, for a 2x health pack. New top speed! Probably worth a point.
  19. Player 1 missed player 2 with a rocket launcher while running backward. Recoil from the rocket launcher adds to running speed, resulting in new top speed! Slightly higher, Player 1 sets a new high score.
  20. Player 2 gets the 2x health cannister, slows down and looks around. No new top speed, no change in score.
  21. Player 1 hits player 2 with the next rocket, achieving the same speed from recoil while running, and thus no new top speed is achieved and no points given.
  22. Player 2 is hit by rocket, survives due to 2x health cannister, flies into the air VERY fast, gets a point total which end up being higher than Player 1's. New top speed! New leader.
  23. Player 1 reloads, runs to a mancannon and flies out at its nominal speed. New top speed! New leader.
  24. Player 2 runs to the same mancannon, but is firing a recoil-intensive gun, which reduces his speed as he enters the mancannon, reducing his speed to below that of Player 1. No new top speed, no change in score.
  25.  
  26. Specific measurement should be analogous to the actual top speed obtained, though mathematical operations to make the score legible are fine, including logarithmic; small differences should be as important as big in terms of displayed score, since at first scores will change drastically, but toward game end many top speeds may differ by small amounts.
  27.  
  28. Scoreboard:
  29. Player 2 - 106000
  30. Player 1 - 100050
  31. or perhaps
  32. Player 2 - 10.600 WU
  33. Player 1 - 10.005 WU
  34. or perhaps
  35. Player 2 - 5 pts
  36. Player 1 - 3 pts
  37.  
  38. Resulting script would entail designing levels with this game type in mind; while it could probably be done on Waterloo Waterpark with the same technical ease, it'd be boring. Matters such as gravity, mancannon speed and angle, weapon types, health or invulnerability, etc. would be a matter of level design, not script.
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