Author Topic: [Need Ideas!] [WIP] The Hub  (Read 5018 times)

A game mode where two opposing sides run to the center of the map to retrieve gold from a gold pile. Each person can pick up multiple pieces if they wish, but remember: the other team is gunning for you.
Then each team must deliver as much gold as they can to the other team's base. This makes it harder as you have to push through the team's defenses.
The team with the most gold delivered at the end of a time limit wins the round.

Notes/Ideas:
 - When killed, a player drops all of their gold at that location.
 - Retrieving gold takes time to make players vulnerable. (Perhaps use mining mods for this.)
 - Maybe you could have multiple ores that take more time to mine, but reward the player with more points once it is delivered.
 - A limit on gold one can carry could make gameplay more interesting or less interesting. Who knows.
 - Gold is just a concept theme. It could be anything. Perhaps something that makes more sense to leave at the opposing team's base.
 - Maybe have mines within each base and have one universal turn-in point instead. Switch it around.
 - More gold could weigh you down slightly, making you slightly slower. This could break the game though.

Think of it as a mining game mode with more competition and guns. ;)

I like this.


-shnip-
Why gold? and not explosives or something harmful seeing as you're delivering it to the opp's base.  Maybe drugggs?
Would play tho.

Id like to implement your trail system to my hat packs.

-snip-

This is a really nice idea, not only that, but it got brickitect's seal of approval

Thank you, Brickitect, RTBARCHIVE, DaBlocko, & Blokx! I'm glad you guys like it.

Please feel free to use the idea and change the theme of need be.
Perhaps poisoning your enemies' water supply or something similar. Gold doesn't quite make sense, but will definitely work in terms of gameplay.

(If used, please credit "Black Panther" BL_ID 262.)

Additionally, another game mode idea:
<<LONG POST INCOMING>>

A team of 1-3 players is only able to build 3x3x2 bricks. They cannot build above that height, AkA stack bricks.
The other team consists entirely of players with melee weapons, perhaps butterfly knives.
The bricks, when touched by the team with melee weapons, cause damage or instadeath. This needs balancing.

Make everyone have faster movement speeds on a large flat plain with no edges. Perhaps with other gaps for added difficulty.

Notes/Ideas:
 - You cannot stack bricks because then players could hide in a brick box. Melee players can jump into a box made of 3x3x2's and kill a brick placer.
 - Perhaps make brick placers be unable to jump, so they want to avoid trapping themselves in their own brick-made box.
 - Use different sized bricks.
 - Potentially needs code to prevent standing in one spot for too long. Camping as a melee character could really slow a game down. (Because you cannot place bricks inside other players.)
 - Perhaps bricks disappear after a time limit.
 - Number of brick people is entirely dependent on the number of people in the server. Ideally, the melee people would outnumber the brick people.
 - All bricks get destroyed on round reset.

Cons:
 - Probably code heavy.
 - Hard to balance.

One could simply make the ground a grid of clickable bricks instead, that become harmful once clicked by the brick team. That could simplify code, but make navigation more difficult for the players.

Think of it as a mix between a death run, grapple-knife sans grapple, falling platforms, snake, and (maybe) maze free builds. Lol.

Id like to implement your trail system to my hat packs.
Believe me, it's not very complicated. You simply define the emitter (make sure to mess with states so it never ends), and then mount it on the desired player slot. What exactly do you mean? Do you want the source code?

Additionally, another game mode idea:
<<LONG POST INCOMING>>

A team of 1-3 players is only able to build 3x3x2 bricks. They cannot build above that height, AkA stack bricks.
The other team consists entirely of players with melee weapons, perhaps butterfly knives.
The bricks, when touched by the team with melee weapons, cause damage or instadeath. This needs balancing.

Make everyone have faster movement speeds on a large flat plain with no edges. Perhaps with other gaps for added difficulty.

Notes/Ideas:
 - You cannot stack bricks because then players could hide in a brick box. Melee players can jump into a box made of 3x3x2's and kill a brick placer.
 - Perhaps make brick placers be unable to jump, so they want to avoid trapping themselves in their own brick-made box.
 - Use different sized bricks.
 - Potentially needs code to prevent standing in one spot for too long. Camping as a melee character could really slow a game down. (Because you cannot place bricks inside other players.)
 - Perhaps bricks disappear after a time limit.
 - Number of brick people is entirely dependent on the number of people in the server. Ideally, the melee people would outnumber the brick people.
 - All bricks get destroyed on round reset.

Cons:
 - Probably code heavy.
 - Hard to balance.

One could simply make the ground a grid of clickable bricks instead, that become harmful once clicked by the brick team. That could simplify code, but make navigation more difficult for the players.

Think of it as a mix between a death run, grapple-knife sans grapple, falling platforms, snake, and (maybe) maze free builds. Lol.
Thanks for both of the ideas! This one isn't too complicated code-wise. The only thing I wouldn't be able to do is the camping thing, unless there is an AFK kicker mod out there that I can dissect. I'm still kinda confused as to what the premise of the gamemode is. I'm getting a feeling of spleef-type thing, with one team being builders and the other being destroyers. Just, can you elaborate on the premise of this one? What are the goals of the builder team exactly?

A game mode where two opposing sides run to the center of the map to retrieve gold from a gold pile. Each person can pick up multiple pieces if they wish, but remember: the other team is gunning for you.
Then each team must deliver as much gold as they can to the other team's base. This makes it harder as you have to push through the team's defenses.
The team with the most gold delivered at the end of a time limit wins the round.

Notes/Ideas:
 - When killed, a player drops all of their gold at that location.
 - Retrieving gold takes time to make players vulnerable. (Perhaps use mining mods for this.)
 - Maybe you could have multiple ores that take more time to mine, but reward the player with more points once it is delivered.
 - A limit on gold one can carry could make gameplay more interesting or less interesting. Who knows.
 - Gold is just a concept theme. It could be anything. Perhaps something that makes more sense to leave at the opposing team's base.
 - Maybe have mines within each base and have one universal turn-in point instead. Switch it around.
 - More gold could weigh you down slightly, making you slightly slower. This could break the game though.

Think of it as a mining game mode with more competition and guns. ;)
You have to return the gold to the enemies' base? It sounds like a reverse capture-the-flag, pretty interesting. The only major complication I can see with this is I'd need a .dts model for players to drop on death. I don't have the capabilities to model, and I don't think anyone else on the current team has the whole blender configuration working. I dunno, I could shoplift it from an add-on with a generic bar-model, or someone could just donate one. I think a gold limit would work, but only if it ended up pretty high. The pressure would be tremendous if you have a ton of gold on you, and you're desperately trying to just put it in the enemies' spawn. And as said, something like explosives would work in the place of gold. Also, the gold weighing you down thing is absolutely in the realm of possibility, but it might make the game less fun. No one wants to go around, walking like a turtle.
Edit: Maybe the killer could get your gold automatically? No need for models.
« Last Edit: May 22, 2015, 08:10:03 PM by Johnny Blockhead »

Of course! I wholeheartedly agree with your guy's push for more 'innovative' game modes in Blockland, so I'm all for donating my time and ideas. ;p

Well I came up with it late at night, so there are still a bunch of holes in the concept.
The builders are trying to kill the runners with bricks, as the bricks kill runners onTouch.
Runners are trying to kill the builders with melee weapons, probably butterfly knives.
The builders could win by default after a time limit to "fix" the AFK issue.

(Also, if a box of bricks is created, a projectile could be fired into the box to kill the player inside - another "camper destroyer" method that isn't entirely necessary.)

I'm guessing it'll be best played on a flat plain map, like a giant baseplate in the sky. Perhaps with some built-in wall bits in different areas of the map so a "maze" of kill walls is easier to make.

Another possible piece of the concept was to make it so only the runner team has the ability to jump, and to make the walls short enough to jump over if need be.
Perhaps striking a brick with a fully charged knife blow could destroy it too. Who knows.

Players would move faster than normal so that the runners could actually run/jump into/onto a wall by accident and die.

So in summary, the builders either want to run the clock and survive, or build until they trick/kill the runners.
The runners want to keep moving as to not get trapped or tricked, and move towards and ultimately kill the builders.


As for the reverse CTF-type gamemode, I think that the killer receiving the gold would work for an initial version for sure, if not the final. If that happens, one would want to consider having an emitter above the killer along with a sound to indicate that they got the gold.

You could also have a number next to their name above their head or something that showed their gold count. I don't know if this would break the gameplay in any significant way or not, but it's an idea.
I also agree — slowing down just doesn't seem fun.


Feel free to tweak either of these in ways that make it more fun or feasible. They are simply gamemode concepts.
I'm more than willing to help flesh out either of these game modes if you want. I'd love to help out in any way I can. Feel free to personal message me.

In the past hour I've made a fairly simple gamemode based off of the gold collection idea. I might go on to code your concept in full, but this demo is actually pretty fun to play. The premise is that when you spawn, you have four gold automatically on you. You kill other players, and you get their gold. As your supply of gold increases, so does your speed. It caps out around 50 gold, and your practically zooming across the map. But, the second you die you lose your gold and speed. I even designed an emitter, that activates when you get a lot of gold.





The concept sounds interesting after a bit of clarity, I'll take it apart and see what I can do. Changing a player's shapeName is pretty illegal and I'd rather not do it (gold counts). I guess players can tell the ballpark of how much gold someone has by their speed. I'll start a demo of the building one. I like the idea of only the hunters (pshh, names) being able to jump, maybe I could even elongate their jump a bit to combat fortresses or something. Hut-building would be a problem, and I'll look into ways to prevent it.

Edit: The feature where when destroyers touch actual bricks they die isn't very feasible. I can't find a way to do it. fxDTSBrick::onPlayerTouch only works with bricks that have events on them.



This is another edit. I've created another gamemode, no pictures this time. It's called Oddball. Basically, at random, a player is selected to be given the oddball. They'll be a bit faster, and have a glowy trail. They then run around the map, and try to not die. On the occurrence of their death, their killer receives the oddball. It's pretty much a scramble to be the last person to have it. The one who has it at the end of five minutes or so, wins the game.

Okay I lied. Here's another picture. It's going to be the emitter for the oddball carrier, which is why it's so damn annoying. I'm probably going to change it from shooting out all around you to shooting out from your back, like a regular trail.
It's a bit too long to post here normally...
« Last Edit: May 23, 2015, 03:52:33 AM by Johnny Blockhead »

you should make a game like "Fishy", where you can only kill players equal or smaller than you, and killing players makes you grow in size

you should make a game like "Fishy", where you can only kill players equal or smaller than you, and killing players makes you grow in size
That's quite funny, I had that idea when I was working on a prototype. Kinda like agar.io?
Edit: I've completed coding the gamemode, I just need a punching bag to test it out on. *cough* Metario
« Last Edit: May 23, 2015, 01:39:39 PM by Johnny Blockhead »

That's quite funny, I had that idea when I was working on a prototype. Kinda like agar.io?
yep

You could have the oddball give you points when you hold it, similar to Halo. But the way you have it works well.

That gold mode sounds fun for sure! Definitely different but still fun.

Well, perhaps the builders would just build elaborate mazes then, who knows.

You could have the oddball give you points when you hold it, similar to Halo. But the way you have it works well.
You're right, I should do this :p

http://gfycat.com/YellowCharmingChrysomelid
Okay, I've polished Restone's gamemode. You start off at 0.4 of the regular scale, and with a very fast movement speed. You kill people to directly absorb their size. You can also fire rockets, at the expense of ejecting some of your mass. The only weapon people get is a melee sword.



Dark X-rane and I are currently thinking of a gamemode where you are able to augment your player, similar to Deus-Ex or Mann vs Machine. The abilities you could augment that I can think of are damage/health/speed/size/invisibility/jump height. Can you guys think of some more? Maybe you can buy abilities that activate when you alt click.
« Last Edit: May 23, 2015, 04:27:58 PM by Johnny Blockhead »