GoldenEye: Source Forums
Global Communications => Development Media => Topic started by: VC on February 27, 2009, 06:48:44 am
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What is Live and Let Die?
A couple years ago the gang was discussing the prospect of adding new scenarios. Conversation drifted to the one player missions, and Xanatos mentioned we should do something with the Egyptian/Baron-Samedi/Golden-Gun concept. Instantly, I knew exactly what we needed.
What's the concept?
In the single player mission, you were tasked with evading Drax minions, finding the map to the trapped Golden Gun room, getting the AuG, and using it to dispatch the ever-persistent Baron Samedi.
In Live and Let Die, each player is Bond, tasked with evading Drax minions (all the other players, who feel just as much like Bond as you do), seeking the Golden Gun, and using it to dispatch the ever-persistent Baron Samedi.
Sounds complicated...
A little, but mostly on my end. The script file is already 50% larger than Lodle's Gun Game, 300% larger than You Only Live Twice, and it's only partly complete. Here's what you need to know:
Baron Samedi
One player is selected to play Baron Samedi. As in Goldeneye 007's Egyptian mission, the Baron starts with weak weapons, but when Bond kills him and Samedi returns, he returns with bigger guns. He cannot pick up weapons, but he can accumulate ammunition. In Live and Let Die, Samedi starts with Knife and the Slot 1 weapon. Each time he is killed by non-Golden-Gun damage, he returns reloaded and with the next weapon in the loadout. That means after seven deaths, he's fully armed and has plenty of ammunition, too.
The Baron's health is special. Samedi has the normal 100% HP, but he only loses HP to Golden Gun damage, and he is 98% resistant to that as well. A headshot from the AuG will drop him, but a body blow does 50% and a limb shot, 25%. When wounded, Samedi can force another player to "kill" him, so he can re-locate away from the Golden Gun Guy, recover 25% health, and gain a power level.
Samedi's armor scale is doubled in range, and serves as normal health. Thus, it starts at 50%, and picking up a normal body armor will increase it to 100%. Baron Samedi doesn't mind being killed by players, since that will increase his power level, so taking armor is a tactical decision. By picking it up, the other players are easier to kill, making it more difficult for any one player to hold the Golden Gun for very long. Plus, it means you get more time to kill someone with a strong weapon, which is the kind of guy you don't want to see get the Golden Gun.
Whenever a player is killed by Baron Samedi, he is eliminated from the round, and the Baron earns one point.
After reaching Level 7, Baron Samedi may have no more weapons to earn, but that doesn't stop him from pumping iron. Each time he is killed by a player at that point, his damage increases. At Level 8 he does +13%, at Level 13 he does double damage, Level 19 is quadruple damage, and by Level 36, even a Klobb strike will kill anyone.
Finally, Baron Samedi can respawn at-will three times during a round. This instantly moves him to a new spawnpoint. This can be used to escape a suicide (falling off Runway, Caves, or Complex is a bad idea) or escape the guy with the AuG.
Everyone Else
Your objective is simple. Get the Golden Gun and put a bullet in Sammy's head. Of course, everyone in the server wants the Golden Gun, since it's the only way to survive the round. Even the Baron wants the Golden Gun. He can't use it, but if he's standing on it, you'll have to get through him to take it. Sure, you all could gang up on him, but how long will that truce last once Samedi's on the other side of the map and everyone in your little party knows the only guy getting points is the one with the AuG? Besides, this is Live and Let Die, why should you stick your neck out? The only time you care about your "teammates" being stomped by the Baron is if you're in a points-race for the match win against the Baron's player.
You earn no frags for killing other players, and they will respawn normally.
Radar
The radar shows the Baron as a white dot, with brightness indicating his level. At Level 1, he's hardly visible. By Level 8 he's bright white.
As in Man with the Golden Gun, the Golden Gun, or its carrier, appear in yellow on the radar.
If Baron Samedi has eliminated everyone on the map but one final combatant, the radar shifts into Showdown mode. Only the Golden Gun on the ground will appear. Bond and the Baron will duke it out blind.
Radar behavior has some glitches, seems to be common when only two people play. I'm unconcerned.
Scoring
Each round has a bounty determined by how many players are in the round when admission to the game is locked for the round. This happens on the first non-Baron player death. Before this time, players logging in or who started in spec may still join. Once the round has begun, switching to spectator removes you from the round.
The Baron only earns points from frags. Thus, he can earn points equal to the bounty less one. (e.g., if there are ten players in the round, he can kill nine of them and earn nine points.) When Baron Samedi wins a round, his score may be adjusted to be equal to the bounty less one, giving him kill-credit on players who abandoned the round early by leaving or switching to Spectator.
The players can only earn points by killing Baron Samedi with the Golden Gun. Killing him is worth the round's bounty. Thus, the players are in an all-or-nothing situation.
In the showdown case, the Baron is playing to deprive the player of any points and to claim any points he did not earn during the round when players left. The surviving Bond is playing for all the points the Baron can earn plus one.
Special Cases and Notes
* If all players but one drop, the remaining player will be credited with the victory. An exception to this is if the round was never locked to admission because it never saw a player fatality, which can happen early in a round, or in a two-man round. In this case, the round remains live and waits for more players.
* If the Baron leaves a populated round, a player is randomly selected to become Baron Samedi immediately. He continues as the Baron, with the previous Baron's power level, but does not inherit the previous Baron's frags unless he wins the round. He will drop any weapons that are not part of his arsenal. If he had the Golden Gun, it will respawn normally.
* A player may not choose the Baron Samedi avatar, as it is assigned specifically to the player playing the Baron. When you are the Baron, you cannot change to a different avatar, but yours will be restored when you are no longer the Baron. (In the case of an error, the default Bond avatar will be applied.)
* The Baron of a round will not be selected as Samedi at the beginning of the next round.
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Read the whole thing I'm proud of myself, it sounds good... real good.. and SO worth a try to get away from that LTK spam :D.. have fun coding it cus it sounds as if we're going to have LOTS of fun playing it.
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cant wait to try it.
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You actually made a singleplayer mission fit in a multiplayer scenario. It sounds really good, but a bit complicated at first, since most people will just start running around looking for frags. Hope they read the instructions first. Great job VC.
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oooo. i like. im always baron
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WoW !!! Realy nice!!! Comming in B4 ?
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3.2 if I can help it and if 3.2 exists, which it probably will.
I'm going to see if I can squeeze The Living Daylights in too, since no one else seems to care to remember it. It'll never be played outside of LANs, but it should be there just for completion.
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I would actually like to play The Living Daylights. CFT is always good.
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Reminds me a bit of Juggernaut. Sounds pretty cool. How does the Baron get selected?
I remember reading this on the wiki a long time ago, you guys had some sort of Baron teleportation idea in place.
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Baron selection is via a stock random number generator. It will avoid picking the same player as Baron twice in a row when easily possible.
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This sound like an awesome game mod, more team play oriented games is always good.
The Living Daylights would be pretty cool. CTF might not only work on LAN.
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Read the post, and it does indeed seem quite interesting. It's more than just your average FPS with this mode. It causes each player to make more strategic decisions; ie. teaming up or not.
If and when this does get implemented I am sure It'll be fun.
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There is no if. Currently, I just have a few features to add and I need a callback or two fixed. Example: The callback for if damage should be applied doesn't say which weapon was used. I can work around that since the only special weapon behavior is for the AuG, and since it is managed with "special item" code I can detect it that way, but I shouldn't need to.
I'm also hoping to get method-of-death added to the Player Killed callback, so I can handle things like Falling, Console Suicide, and normal blow'd-ur-own-ass-up events.
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"more team play oriented games is always good."
Well, this isn't really team-play. It's 1 v 1 v Everyone Else, really.
If anything it is similar to Zombie Panic in structure. Everyone wants to run from Whitey McCarrier, and everyone's willing to throw anyone else under the bus to survive.
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Well, this isn't really team-play. It's 1 v 1 v Everyone Else, really.
Although this game mode somehow encourages it. We will probably see team-play until the someone gets the AuG. After that, everybody will aim for the AuG carrier and/or the Baron.
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Yeah, In fact you have two targets: Baron and GG holder. Others better team to 1/ get the GG and 2/ kill the baron.
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It actually look like assassination in nightfire on NGC.
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*interested*
An excellent and creative addition indeed. Looking forward to it. :)
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nice, thanks VC for this great blog. You da man. :) Can't wait!
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VC, I must ask: how are you going to handle the spawns? Are you going to use the ones that are defined in Egyptian or are you going to make some new ones? I put my two cents on the latter.
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Normal DM spawns.
Honestly, our mapper fiends are having a hard enough time figuring out how spawns work, in general, and how to count them. Try playing Complex on a pub and enjoy the -1 starting scores of a third of the players to see that in action. Would I try to get every map tweaked and re-built just to support a new scenario while I'm nagging nightly to get documented LUA callback functions fixed because they were "written" and never tested until I tried to use them and saw them fail all over the place? Nope, and that is assuming I needed any alteration to the spawn pattern.
DM spawns are exactly what I need for this scenario,
And now, I return to waiting for Lodle to add a function so I can get L&LD into a testable state. Then I need to stomp on Wake's toes and draft some beta testers because apparently we have only three that actually show up anymore, and he seems to be too busy being a bi-polar sourpuss to axe the noobs and bring in some people who will appreciate the position.
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Thanks for the thorough explanation about the spawns and Complex. In fact I've played Complex in a crowded server and killed myself twice in a row because of spawns.
What I was thinking about when I asked my question was making both the normal players and the Baron spawn away from the AuG, the players a little closer than the Baron. Maybe the players could spawn around the trucks or something. It would drive to a completely different spawn logic on this game mode, which in turn would require more work.
Or you could just make sure no one would spawn too close to the AuG.
That was me rambling. Dismiss the text above please.
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can't wait to see this. keep up the good work
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This looks amazing, and I can't wait to be able to try it out. I just hope that the people that play it actually play it as the game variant is set up and not just as DeathMatch.
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I'm happy with random spawns. Any attempt to plant player locations will lead to CSS repetitiveness. We flip the team spawns every round specifically to avoid repetition while respecting the fact that many maps have some form of polarity. As it is, someone's going to spawn next to the Baron, someone is going to spawn next to the AuG, and everyone's chances are equal. It's the same way with MWTGG really.
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L&LD should now be ready for playtesting, though there are still a few engine bugs to work out. We're looking at Sunday for the first test.
btw, everyone, prepare this bind in your autoexec:
bind key "say !voodoo"
This is the command to re-locate as Baron Samedi. You may use it three times during a round. KM will probably get a proper command for it in the key config, but this will be supported as a fallback.
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You are correct when you say that the chances are similar to those in MWtGG. It has happened a few times to me spawning far from the AuG and then have to run all the way just to find that it had already been taken by someone who spawned near it hehe.
Happy playtesting! I am really looking forward for this to come out of the oven, 'cause judging by the recipe, it seems delicious.
EDIT: what ze hell has happened to my rep? From what I can recall, I haven't been spamming the boards or anything, nor saying anything that is wrong in any way (not that I bother that much about rep, but it is not something to toy with, with the exception of KM's one hehe)
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ur points r bein trolld lol
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Wahwahweewah, PPK has 650 posts in less than two months on the board!
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ur points r bein trolld lol
I r not likin tis haha!
I can see it has been increased now. I just think that the rep is not something to toy around with, since it's supposed to give feedback about the member, with the exception of a very special case of KM, who is haunted by the Devil. That is why I asked that
Wahwahweewah, PPK has 650 posts in less than two months on the board!
I like to participate on the discussion! Or just make stupid posts haha.That's why I joined the boards. And I've been watching this for over two years but only decided to join a while ago.
@VC: since you are delaying the 3.1 patch because Valve screwed up big this time and your first playtesting will be this Sunday (hopefully), will it be ready for a release with the patch? Or since this is a more complex game mode, it will required more testing than usual to ensure good results and only come out with Beta 4, that is, if Valve solves the problem in the near future (read the next two months)?
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Every time 3.1 gets pushed because of something stupid, there is a comment that the chances of L&LD being in 3.1 increase.
As of yesterday, L&LD works on the current build but not the "clean" testing build. Wake threw drama at me because I expected my script (which I wrote, it's going to be pretty damn solid) and the LUA callbacks (which I've been testing by using them to make L&LD) should be fast-tracked into the testing build so we have an excuse to get testers testing because there hasn't been any testing of anything these last two weeks despite our being able to work around the problems when we really need to and that gets on my nerves. Anyway, as you all know, when I feel slighted I become very dynamic, hence the updating of this thread.
So, today I'm going to look into two potential oversights: 1) verify that Baron HP management on lead death and voodoo respawn is handled correctly. It should but I haven't tested it after the callbacks changed. 2) verify that self-inflicted damage works. I know holding a handy for five seconds is a suicide, as is falling off runway, but I forgot to test against world and low damage sources, like popping generators. Baron's funny health system might not work appropriately with them if I omitted an if statement in a particular place. If I omitted it and the damage works, then the engine code has a flaw. :D
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du u du vudu, VC?
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du u du vudu, VC?
Guess so.
It's good you keep us posted with updates so we get a clue of what is behind the scenes, specially on this new (and innovative) game mode.
If statements are really crucial on this matter; that's what my programmer-because-I-have-to tells me.
While I wrote the above, I had an idea: damn, it would be fine if a new game mode arose to be played on Aztec revolving around launching the shuttle, with one team preventing the other team from doing it... and if it had DATs and floppy disks involved, it would be great.
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Sounds like cp_dustbowl.
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Sounds like cp_dustbowl.
In a certain way, it does. It echoed in my mind for a split second before I finished writing the above post.
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This was a triumph.
Well, the radar is still glitchy because I only did things that I could reverse-engineer with it by looking at MWtGG, but all the gameplay stuff seems to be behaving appropriately.
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This was a triumph.
Well, the radar is still glitchy because I only did things that I could reverse-engineer with it by looking at MWtGG, but all the gameplay stuff seems to be behaving appropriately.
Good to know. Look foward for this mod. ;-)
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Gosh, !voodoo is like a GES fad now... So many people are spamming it in-game. What have you done, VC? :P
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Might have to code a new way of doing that. :P
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Will we be able to play a happy game with the Baron's mad laughter?
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Maybe, if we ever get around to doing work on L&LD. I'm assuming once KM gets rolling explosion graphics down, making Baron effects will be a snap.
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Thanks for the info. His laughter was the best part of the last mission in GE007.