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Topics - PhantOS

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Modification Help / [idea] bloodthirsty bots
« on: March 31, 2021, 07:18:07 PM »
rather than using arbitrary pathfinding nodes that players must place down, why not have injured players automatically leave behind nodes that bots can follow, like a 'blood trail' or 'pheromone trail'

basically bots follow their usual routine of wandering around and attacking players, but on injury, a player will periodically leave behind pools of 'blood' (either real puddles or just invisible nodes) of varying strength based on the injury. bots, with various detection settings and weights, could send out a radius search to seek out and follow the blood trails (which disappear after a while). the expected behavior is bots hunting down injured players relentlessly until they are dead, or until the player heals / the blood trail disappears. with this same idea it would be feasible for bots themselves to leave behind their own trails, which other friendly/enemy bots could use to follow them into battle. if a bot dies too quickly, maybe they can leave behind a 'danger' trail that lets other bots know that they may be walking into a dangerous trap and to avoid it and prioritize a different trail.

it would be very similar to ant pheromones, which help other ants recognize paths that are guaranteed to lead to food. in our case the 'food' is players. the pheromone solution offers a simple ass straightforward pathfinding solution by just following real players as they flee certain death, in real time.

something like this is insanely easy to implement and the trail itself / detection could be really inexpensive. it might be an easier, more realistic alternative to pathfinding/node placing

Off Topic / lord tony appreciation thread
« on: August 05, 2020, 09:12:58 PM »
honestly he's been introducing me to so many new cool indie games and i've purchased a few and they were really good choices. i like this new approach he's taking on the forum, it's actually pretty good and unique. thought he deserved a shoutout

Off Topic / i am typing this in chains
« on: June 27, 2020, 11:05:29 PM »
i am awaiting execution for selling cocaine on rival gang territory. el ruso, aspiring kingpin of the new sinaloan cartel, plans to dismember my legs with a chainsaw in two minutes

Off Topic / happy juneteenth
« on: June 19, 2020, 01:35:09 PM »
how are you celebrating your freedom as a citizen of the united states (if you are one) on this day?

Off Topic / loving fireworks
« on: June 18, 2020, 09:20:05 PM »
ok so welcome to new york

basically a bunch of idiots scattered across the five boroughs are just launching endless numbers of fireworks every night for the last week from 7pm-12am. i have no clue why people are doing this and i don't care i just want it to stop because its really annoying. if i find out its one of you forgeters i'll split your sternum open

Off Topic / loveually active thread (promiscuity only)
« on: June 15, 2020, 01:00:52 AM »
you can only post on this topic if you didn't post in the virgin thread for virgins only. now which earlobe do you like to nibble on: the left or right

Off Topic / coldplay appreciation thread
« on: May 28, 2020, 11:30:36 PM »
i just peeped coldplay for the first time in like 12 years and its bringing back some emotional memories of my childhood. is it me or are they just the most universally liked band since queen

like i could be at the bando and bump some coldplay - clocks and everyone in the room would immediately start vibing

Off Topic / azula vs ty lee: better girlfriend?
« on: May 22, 2020, 09:36:10 PM »
its an avatar question fellas. who you forgetin: azula or ty lee. the choice is yours, the discussion is here

« on: May 19, 2020, 08:54:50 AM »

"The most ambitious sequel ever" - nobody
"Mindblowing... exhilarating... a must-download" - also nobody
"Ignore the below post; use sketchup" - me

  Peacekeeper:  Fully automatic service rifle with good range and damage output.

  Marksman:  Designated marksman rifle with high damage and range.

  Antimat:  It's a double barreled sniper. Deals triple damage against people named 'Mat'.

  PDW:  Rapid-fire machine pistol with great close quarters capabilities.

  Machinerifle:  The perfect LMG for all your machineguny needs. Takes a while to rev up.

  Sidearms:  Dual-wielded hanguns with balanced range and damage output.

machine rifle:

Off Topic / why do you have to edit twice for it to say 'edited'
« on: May 11, 2020, 07:21:41 PM »
like if you edit once it'll say nothing but if you edit twice it shows people that it was edited. why? it bothers me

Help / blockland unresponsive on startup
« on: May 02, 2020, 03:24:29 PM »
so im having this weird problem where whenever i start blockland my game opens to the main menu and the program just freezes. if i drag the window it updates and is responsive to input (i can click on buttons) but i can only do this as i switch between windows. the game has like 0 fps and is completely frozen

i don't know how to fix this. i reinstalled blockland fresh and it hasnt made a difference

Off Topic / crude oil prices crash
« on: April 22, 2020, 10:26:49 PM »

^^^ my oil stockpile

Off Topic / the soldier loving dies
« on: April 14, 2020, 12:01:24 AM »

Suggestions & Requests / two tribes [gamemode pitch]
« on: March 30, 2020, 10:49:50 AM »
two tribes [working title]

so i had an idea for a gamemode and i wanted to openly pitch the idea before i start developing it to see how well or poorly received the pitch is. generally gamemodes are the only projects i can ever finish unlike weapons because they are interesting to make and this idea has been in the back of my mind for ages

two tribes is a two-team arms race gamemode with elements of base raiders, trench ctf, factorio, rimworld and other games where amassing large amounts of wealth is the primary objective. in two tribes, two rival teams start off on opposite ends of a nice scenic natural map [with trees, rivers, mountains] and must exploit the resources of the land in order to develop and tune their respective team base. killing the enemy team is a secondary objective, and all players will respawn shortly, making raids important only for hindering the enemy team's progress or the acquisition of the enemy team's goods and resources. the design goal is to generally encourage the players of each team to cooperate and specialize in order to see their tribes' success, which could take between 30 real time minutes to an hour.

idealized game loop
i play a lot of colony sim games like rimworld and dwarf fortress and obviously draw a lot of inspiration from these games. i want players to achieve the same sense of accomplishment when their tribe mass produces nuclear warheads and nukes the enemy team all because the players collaborated and formed a cohesive warlike society. of course getting to the point of mutually assured destruction takes some work.

the arbitrary goal of two tribes and the game-ending condition is when one of the [two] tribes amasses enough resources and goods to construct a spaceship and leave the god-forsaken planet (not ripped from factorio). every other aspect of the game is a means to the end. whether you're harvesting trees to construct a fence for your team base, building an automatic miner and a piping system to supply your gun factory with enough metal to produce a stuff ton of rifles, or laying down a farm to harvest narcotic leaves to mass produce combat-enhancing amphetamines, every action contributes to the eventual success of your tribe and the hindrance of the enemy tribe.

the more resources you supply to your tribe base, the more technology becomes available for your tribe to produce, ranging from neolithic sharpened sticks to space-age power armor. how you acquire these resources is up to you, whether you safely harvest them from the map or form a raid party and steal them from the enemy tribe. sabotaging the enemy can also slow down their rate of technological progression, giving you and your tribe an edge in combat and a head start towards the finish line.

ok so that's a lot of text and its probably hard to follow. and believe me its hard to explain. but maybe the mechanics section will make more sense

the two tribes have a spawn point and opposite ends of the map. you play the game like any other fps in blockland. you can break trees or rocks to manually harvest resources to construct tools, fortifications, or you can pool it towards a research fund which gradually unlocks more powerful technology as more resources are supplied. all buildings and tools are shared by the whole tribe as it is a collaborative team game, so your friend's uranium processing facility is also your uranium processing facility (yay). you can also wield weapons, consumables (like drugs, health stuff, etc), and armor to increase your combat effectiveness, and form loose raiding parties with your teammates to attack enemy players or enemy structures.

eventually hand-harvesting resources becomes unsustainable, so after 10-15 minutes you unlock automatic resource harvesters, such as mining drills, which you can place on parts of the map. these harvesters net more resources the farther away they are from your spawn, adding challenge as you need to set them up in dangerous territory to operate efficiently. with automatic harvesters, the resources must be pumped using pipe bricks back to your base in order to be distributed. think base raiders money printer but with conveyor belt. this addition of logistics makes it easier to automatically accumulate wealth but poses its own logistics challenges, like efficiently moving resources or keeping your supply chain defended from enemies.

a lot of wealth-accumulating games have their own respective downsides. base raiders is a pretty well-refined gamemode but the lack of an end condition and cohesive teams leads to constant skirmishes for wealth and eventually one mega-gang which controls everything and ruins the game for everyone. two tribes sets out to remove that by forcing the existence of two teams. also if one team gets too far ahead in the game the losing tribe will occasionally be rewarded with goodies in order to get them back on track.

the goal is to make a truly collaborative team game where every player feels like their individual actions are directly contributing to their team's long-term success but give them the chance to individually work for themselves and maintain freedom. its kinda ambitious but with the right execution it can be made into something fun

if you some how make it through this wall of text and understand vaguely what im trying to propose, give some feedback please

Off Topic / lil uzi bert vs the world 2
« on: March 13, 2020, 11:41:50 AM »

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