Editing and Customization > Community Content
Yeyinde's WIP Gamemodes
Yeyinde:
First off, I'd like to thank all of the developers for making on this great mod, and I'd also like to thank JcFerggy for showing me the mod a few months back.
Now with that done, I really like this game and it's support for the creation of custom game modes. So, I'm taking some time to learn Python (which isn't hard considering I'm already fairly proficient in Ruby) so I can make a few of my own game modes for others to have fun in. This topic is for listing my WIPs of game modes and for taking suggestions of possible improvements to them. Fire away with your criticism cannons, because that's the best way to improve on things.
Assassination
Gameplay
This game mode involves searching for your hit/target and trying to kill him with minimal damage to everyone else. Upon spawning, you receive a random person who you must kill to earn a point. Killing anyone else will cause you to loose a point with one exception: If the person who you kill has you as their hit/target, you gain two points. Use silenced weapons or slappers/knifes to earn a point bonus. Attempting to break the flow of gameplay will result in 15 seconds of not being able to deal damage, so play correctly!
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Assassination (Last updated August 3, 2010)
Klobbering Time
Gameplay
This one started as a joke I heard when playing on a server a few days back. Somebody suggested a game mode that would only earn you points for killing with the Klobb. As such, here is a game mode that spawns you with a Klobb and 400 spare rounds to try and earn points with.
What I can see myself doing with this game mode in the future is turning it into you only gain points with one of the weapons in the weapon set. This special weapon would be selected randomly after interval of about 30-60 seconds, to keep the players on their toes. I could even add a cvar which makes the game also select a weapon which reduces your score when you kill with it. Now to make this change possible, I'll need to figure out a way to read the available weapons in the weaponset, plus slappers/knife.
Download
Klobbering Time
Any questions, comments, suggestions, or criticisms? Anything is appreciated.
killermonkey:
first off, AWESOME!
Secondly,
the radar is meant to be all or nothing. You cannot display special radar tokens to individual players. This is an internal limitation and cannot be circumvented with Python and is by design really. The only thing I can think of is to assign each player a different color blip on the radar and tell each player the blip color that they have to assassinate. Not ideal, but it would work.
EMH Mark I:
Kool stuff, I dig your initiative. I love these custom game modes because they add new flavor to GES, and help pique players' interest in GES again that have been playing for a long while.
We can definitely test these out on one of the OWS servers Yeyinde. We even got Entropy-Soldier's Turbo Mode and Hold The Briefcase game modes on rotation there which have been a joy to play so far. :)
Yeyinde:
--- Quote from: killermonkey on June 30, 2010, 08:02:55 pm ---first off, AWESOME!
Secondly,
the radar is meant to be all or nothing. You cannot display special radar tokens to individual players. This is an internal limitation and cannot be circumvented with Python and is by design really. The only thing I can think of is to assign each player a different color blip on the radar and tell each player the blip color that they have to assassinate. Not ideal, but it would work.
--- End quote ---
I'm not sure if I should curse the limitations, or cheer them on for getting the thinkers to think on creative ways to work around them. The main thing I can see wrong about individual colours would be defining 32 of them, with the chance of them blending into the radar, or the colourblind confusing the wrong one. Although individual tokens per player could add to some interesting additions to gameplay, like colouring the person who had dominated you red so who know who to avoid (Or sneak up with behind them with the Goldengun).
--- Quote from: EMH Mark I on June 30, 2010, 09:39:25 pm ---Kool stuff, I dig your initiative. I love these custom game modes because they add new flavor to GES, and help pique players' interest in GES again that have been playing for a long while.
We can definitely test these out on one of the OWS servers Yeyinde. We even got Entropy-Soldier's Turbo Mode and Hold The Briefcase game modes on rotation there which have been a joy to play so far. :)
--- End quote ---
Thank you, and thank you for considering putting the game modes on your servers. The biggest problem with making your own game mode by yourself is the lack of proper testing that you can do. Hopefully 4.1's bots can help a bit with that once it's out.
Thank you both for giving these a look. I appreciate it. :)
killermonkey:
--- Quote from: Yeyinde on July 01, 2010, 12:55:11 am ---Hopefully 4.1's bots can help a bit with that once it's out.
--- End quote ---
Who said 4.1 is getting bots? LOL, certainly not me!
As for the radar, adding the ability for a per-player radar color/icon is definitely possible, however you now take on the burden, as a scenario writer, to ensuring that the radar is in sync with the gameplay. That, my friend, is not worth the hassle in my opinion for this limited use. There is a whole lot of checks and balances going on behind the scenes that make the python code so easy to write. We went to extreme lengths to ensure that the python code directly relates to actions within the game and not the implementation of the actions. Implementation is C++'s job.
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