[airstrike] Airstrike levels and goal oriented game-play

Eero Tamminen 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
> pressed.

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.

Excellent. :-)

	- Eero

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