What makes TTR TTR?
|
08-19-2005, 05:25 AM
Post: #6
|
|||
|
|||
RE: RE: What makes TTR TTR?
delerium10101 Wrote:Dynamically interacting with the environment: This is covered. Just, trust me when I say that this is completely covered in every way imaginable. You could come up with the craziest way imaginable for interacting with the environment, we\'ve got it. There are quite a few reasons GG is interested in publishing my bit of tech, that\'s one of them. Glad to hear. NOW I\'m really eager to know what you\'r working on Quote:Map sizes: This is just part of Torque. The maps extend on infinitely in all directions. While some efforts can be made, it isn\'t reasonable to expect a map that works with 128 players to work with 4, or a map that works with 4 to work with 128. While I can do some magic script-foo, the most I could handle would be to get maps to scale well from, say, 4 to 8 or 8 to 16. Small changes like that. Ok, changing map sizes sounds like a titanic task, idd. Anyway I was thinking more in another approach. Map size stays, it\'s just the objectives in that map the thing that changes. So, if a map has, say, 4 objectives (defend the barn, defend the bridge, the church and the warehouse) in low playercounts there would be just the 2 first objectives. The other locations stay, but if a team goes there there\'s nothing to capture/defend. I hope I put it clearer this time. Quote:Respawning time is easy to adjust, [...] Ok, glad to hear that. Quote:Map time: This is an odd one. What I would like to do is just deviate from the normal \"Do objectives x, y, and z within time T\" and just have \"Do objectives x, y, and z\". However, I\'m not particularly big on multiplayer gaming so what do I know? This will probably be a user set option when the server is started. One possibility for something like area capture is once all the areas are owned by one team, start a count down. Whatever, another thing that will have to be playtested extensively. Interesting approach. It may work. Anyway that could lead to unbeatable or extremely long matches. And that wouldn\'t be good. Quote:Server stabability: I already expected that from what I heared about Torque. Anyway I thought it was important to mention it, because of the damage it did to the original TTR. As a final note I underline again the importance of the new huge playercounts expected for the new TTR. I hope you all take it in serious consideration; I really think it\'ll affect the game dramatically, so better anticipate to it and solve possible future issues caused by it. Don\'t make all the maps just for the 128 holy grial. Even the most succesful games out there barely reach that kind of playercounts in a regular basis, so try to imagine it talking about an indie game. So, don\'t forget about the more than possible 10/128 servers |
|||
« Next Oldest | Next Newest »
|
User(s) browsing this thread: 16 Guest(s)