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Messages - laremere

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Games / Deriving unique games from blockland's emergent gameplay
« on: July 18, 2010, 03:14:46 PM »
I'd like to compile a list (on this post) and start a discussion of theoretical possibilities for games based on the different things which emerge on blockland servers.

Fortwars:  Fortwars has a basis of people getting into teams to build bases and fight others whom have their own bases.  While there are many games which follow a team based fort battling style, there are many unique aspects of fortwars.  The first is that there are many teams of varying sizes;  I'm not sure if that would be something desired to be in a unique game as it might lead to teams being too unbalanced, but it is interesting being able to join another's team or create your own, and allows for continuous gameplay without the need for rounds as new teams are constantly beginning while older teams fade off, all without needing a full round restart to re-balance team advantages.  Another advantage is that players build (and sometimes with the proper scripts, destroy) each other's bases.  While base building is a common aspect of the RTS genre, blockland forwar bases focus less on building the correct buildings to get certain upgrades, and much more on building a small defensible base with a secure spawning and equipping area; and easy access to allow the assault on enemy bases.  Themes for fortwars are commonly the same with modern weapons and a unstandardized base building theme.  I hosted with great success a pirate wars which was basically fort wars where people built their islands before then defending them and trying to raid other's islands.  One could imagine a game based on the fortwars formula to use any theme from medieval to African plains tribes.

Boss Battles: While the idea of boss battles is very very common among video games, there was a somewhat unique chain of servers which died off awhile ago.  The basic premise was that 4 players would fight one player (usually who is in a vehicle) who acted as a boss.  Each time they killed the boss they would progress to the next round where the boss would continue trying to kill them as many times as possible, or in a case where the players had to complete an objective other than kill the boss, keep them from completing that objective.  This might make an interesting party type game with several players competing against one player who controls the equivalent of what would be any computer controlled enemies in a normal game.

Can anyone think of other unique gameplay that emerges from Blockland that could possible make interesting games?  Any comments on my ideas?

Fyi this is in the games category because while it does talk about blockland, it's applying it's gameplay to the possibility of other games.

Clan Discussion / Re: [BAN] - Blockland Alliance Navy
« on: July 18, 2010, 02:34:06 PM »
It really works however you want it to because it's a stinking warp drive, it's ability is made up in the first place, so it's ramifications can be made up as well.  Generally in sci-fi time remains the same relative for all things involved, unless it's a piece of a plot...

Games / Re: Space Station 13, now with more butthurt dodger!
« on: July 12, 2010, 11:48:45 PM »
Join byond:// for a fun, new, online adventure game!!!
Make it so we can at least see something and move around...

General Discussion / Re: PAX Prime-BYOC Blockland
« on: July 12, 2010, 01:28:24 AM »
Texas is not a part of the midwest:

There was an gaming event that I would have liked to go to within a few hours drive a couple months ago, but I was busy that weekend and wouldn't of had the means then, but in the future I hope to make that if they make that event annual.  However this is one event, while the lucky west coast has dozens.

General Discussion / Re: PAX Prime-BYOC Blockland
« on: July 11, 2010, 01:31:58 PM »
I would love to go, but it's too far away;  They don't have any gaming events in the midwest.  It's like there is a hole in the map between the west and east coasts as far as anything gaming goes.  Sure, the majority of the developers may be on the west coast, but gamers live everywhere, gaming events should reflect that >:(

I would disagree.  If the players are roleplay as survivors of a zombie outbreak, then it's an RP.  A gamemode would be just shooting zombies.

« on: July 09, 2010, 11:38:45 AM »
You think I'm an idiot, I've tried those type of things 10 times over.

Found a topic on steam's help for intel graphics cards (which I have) which has some things to try (launch options and console commands) so I'm trying those now.

« on: July 09, 2010, 11:30:43 AM »
So I've had problems getting tf2 to run on this laptop in the past, but because of the update I decided to try again.  Went into training mode since I figured it'd be the shortest load time.  Looked like it was running fine, until I fired the RL and when the rocket hit the far wall my computer restarted 0.o

This topic makes me think of Nitramj's space station rp;  I think it was the most fun I ever had on a blockland server.

It basically works like this: There is a base on the ground where people can muck about or build modules.  Modules have a certain size limit (because modules in real life are limited in their size by what a spaceshuttle can hold.) and have a certain type of connection to work with other modules.  Nit had modded the flying jeep so when you held down the spacebar it would be boosted forward at high speeds, and also bottom print the current location to the driver.  The driver (nit mostly, but I drove some too) would have to navigate up to the coordinates of the spacestation, which was really really high up.  Once you got up there there was a nograv zone and you had to jet to go up, and Nit made a script so if you crouched, you'd go down.  You'd be able to explore the space station that has been slowly built up by other players, and would have to wait for the shuttle to be returning back to earth.  To move modules up Nit would use the manipulator (Nit's version the the duplicator) moving a module one at a time.

All in all it was loads of fun, and it was cool watching the space station slowly grow bigger and bigger.

General Discussion / Re: Post Your Macro folder!
« on: July 09, 2010, 10:57:51 AM »
While I never end up using my macro saver, those who never use macros are missing out on some great building help.  There are many occasions where I use macros where the duplicator would have been a pain to get the right selection, it wouldn't have even worked, or even have been more work that just building it manually.

« on: July 09, 2010, 01:03:07 AM »
Hightower is a playload RACE map, both teams have a cart they are trying to push faster than the other team's cart is pushed.

Then I'd switch the order of attacks.  Frontal assault to occupy engineers while spys sneak up and sap.

Also possibly have a dead ringer spy disguised as a demoman on their own team.  Use the dead ringer cloak time to get in close and sap away.

That, or just stop the engies pushing their own cart with a greater offense than they could handle.

« on: July 09, 2010, 12:53:27 AM »
What my counter strategy would be:
Have two spys with invisible watches get somewhere where when they go towards the sentry pile it's not obvious they are spys.  Disguise as engies.  Go towards the sentry pile and start laying down sappers, targeting sentries before other buildings.  During the confusion that ensues, have demoman and soldiers storm in and clear the sentries.

Games / Re: TF2 ENGIE UPDATE! ITS (almost) LIVE!
« on: July 08, 2010, 07:53:33 PM »
But you can't upgrade or even fix them.

It's like trading upgrade and repairable buildings for a second sentry that does half damage.
They never said that you can't repair or upgrade...

I mean, when using the wrench you smack the stinking things with the wrench to heal them, I don't see how smacking them with a robot hand is any different.

Games / Re: TF2 ENGIE UPDATE! ITS (almost) LIVE!
« on: July 08, 2010, 07:50:43 PM »
I don't see how it's a downgrade, especially considering all the new payload maps.  

It allows an engineer to go into a combat zone and get a sentry up and fight instead of having to build in a safe zone then have the combat move to the safe zone.

Games / Re: TF2 ENGIE UPDATE! ITS (almost) LIVE!
« on: July 08, 2010, 07:48:03 PM »
I like the update.  They posted earlier about the difficulty of giving players new buildings and all the balancing involved with the engineer (which is probably why they saved him till last.)  I think they did a good job considering that the Gunslinger and Wangler will most likely be used some of the time, but not all of the time, like good unlocks should.

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