[airstrike] Airstrike levels and goal oriented game-play
oak at helsinkinet.fi
Wed Aug 2 14:13:25 EDT 2006
On Wednesday 02 August 2006 20:25, Erik Auerswald wrote:
> > > Is airstrike supposed to support 4 human players?
> > Well, at least player object and main() do that. However, currently
> > there seem to be only "player 1" and "player 2" AIs (sets of keys),
> > so the support is not complete. Adding "player 3" and "player 4"
> > AIs would be trivial though.
> There are practical issues with the number of keys simultaneously
Yeah, I think the HW in newer keyboards doesn't support that many
simultanous key presses.
> The size of levels and planes might make it very crowded with
> more than 2 players. But in principle I would like 4 player support (or
> even more ;).
How the joystick support works? Maybe the player AIs should be:
- keyboard 1
- keyboard 2
- joystick 1
- joystick 2
(- network :))
> Infinite lives could be shown by just one sprite with an inifinity sign
> overlayed. Or without any images as initially proposed by me.
> Especially for deathmatch style gameplay I want to see exactly how many
> lives are left, even if the fraglimit (and therefore number of lives)
> is 30.
OK with me. I think the font already contains numbers.
> > The goal is the same for each players (e.g. do N laps around the
> > level).
> OK, just the way the third level is at the moment.
The objects & goals & rewards on most of the levels would need quite
a bit of fine-tuning ocne the engine is working well enough... Current ones
are mostly examples of what's possible with triggers & generators.
> > Btw. E.g. collecting or shooting items from the screen would fall to
> > co-operation gameplay type as triggers can notice only that something
> > disappeared, not who was responsible.
> As with the first two airstrike levels at the moment.
I think that's suitable for Tutorial levels. :-)
Btw. can SVN contain symbolic links? It would be nice to re-use the same
bg graphics for different goals without copying the image files.
Or maybe the bg, mask & thumbnail gfx should be in separate directory
from the level settings files?
> > The goal should be shown at the same time as level name, maybe in
> > smaller font. Level "description" keyword would suit for this best I
> > think. This description could be shown in level selector also if we
> > get something like that later on.
> I've just commited something like that to svn. :-)
Looks and works great, thanks!
> I can't say how much time I can devote to airstrike at the moment, but
> I'll try to do some coding.
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