Ticket #478 (closed enhancement: fixed)
Game-Modes | The second game-mode aka Survivor
| Reported by: | fidel | Owned by: | somebody |
|---|---|---|---|
| Priority: | major | Milestone: | Anger 0.6.0 |
| Component: | anger-gamedev | Version: | 0.5.13 |
| Keywords: | Cc: |
Description
Well i had some stupid ideas today - but the most interesting for today - and the most heaviest from development point of view comes now:
Q: How about adding a second game-mode called survivor?
Game-Mode Description:
##
- a single never-ending level
- enemies don't spawn based on manual coded locations.loc
- we just use some random magic/logic to let enemies spawn
- the amount of enemies / per minute is rising each x seconds
- the usage of heavy/difficult enemies is rising each x seconds.
- specific highscore which displays the longest survive-time & players name
Like that we could focus on some really finetuned manual written campaigns & do have a long-time gaming object (by the new survivor mode) in addition.
big idea - i love it - but results in several work & changes to menu, logic etc.
how about you?
Is the idea worth thinking about it?
Change History
comment:2 Changed 17 months ago by fidel
hehe nice to see you love the idea.
regarding profiles:
##
puh - in theory i think they are important.
the question is: is it worth the extra-work we have with them.
Or am i misinterpreting your question?
Do we have problems here?
regarding the randomness:
##
I guess the main points are
- when are new enemy classes introduced (soldier, add kamikaze after x, add tanks after y ... - how about all 90 seconds a new enemy is added)
- how is the overall soldiers-per-minutes rating at the beginning (i.e. 100% soldiers at the beginnig (no other enemy-class) & all 10 second 1 soldier spawns)
- when is that raised? (i.e. all 60/90 seconds + y)
- etc
guess we gonna see how that turns out .... might need some finetuning once its implemented.
comment:3 Changed 17 months ago by core
Notes for profiles:
At the moment I think that the profiles are not really required and may confuse the first-time-gamer. At the moment the profiles does not offer any user-dependend configurations so we could ignore them.
Notes for survival mode:
Maybe a configurationfile would help to adjust the settings.
comment:4 Changed 17 months ago by fidel
regarding survival:
##
well if we would end in a config file we could easily try to make changes to the randomness-factor - which would be great while developing.
comment:5 Changed 17 months ago by fidel
- Summary changed from Discussion | The second game-mode aka Survivor to Game-Modes | The second game-mode aka Survivor
- Type changed from discussion to enhancement
- Milestone set to Anger 0.7.0
comment:6 Changed 16 months ago by core
- Milestone changed from Anger 0.7.0 to Anger 0.6.0
Try a first implementation in the 0.6 milestone
comment:7 Changed 16 months ago by core
added survivor.loc for minimal configuration
I will create something like the following in the location file which should help to get all required things done
spawn:type,starttime,initialenemies,each-x,spawn-y enemies:
e.g.
spawn:normal@player,5000,2,60000,4
means create a normal parachute targeting the player first start after 5 sec and
create 4 new enemies of this type each 60 seconds
@fidel: If it does not cover all needs please drop me a line
comment:8 Changed 16 months ago by fidel
i guess i would need a test-build... feels difficult to judge without seeing it.
comment:9 Changed 16 months ago by core
- Status changed from new to closed
- Resolution set to fixed
Finetuning is on fidels side ;-)
comment:10 Changed 16 months ago by fidel
i will test that in the next 2-4 days
comment:11 Changed 16 months ago by fidel
ok - tested it with a shrinked version of survivor.loc which contained just 1 line:
spawn:normal@player,1000,2,20000,2
to point out the current problem from my point of view: the game is not going to get harder and harder with the time.
Conclusion:
I guess we would need something like
spawn:normal@player,1000,2,20000,+1
Which will result in
- 2 enemies
- 3 enemies
- 4 enemies
.....
What's your opinion?
comment:12 Changed 16 months ago by core
Simple but better than current implementation.
comment:13 Changed 16 months ago by core
Done
spawn:normal@player,<start after milliseconds>,<start with this number of enemies>,<cyclic time to spawn new enemies in milliseconds>,<number of additional enemies each cylclic time>
Like your example above but withouth + sign
(see the new survivor.loc for more details
comment:14 Changed 16 months ago by fidel
k & thanks for the fast reaction.
let's hope the second method is more flexible.

In few words: Yes it is. I like the idea and I think that it is not that hard to implement. We only have to discuss the randoms like
a) what enemies when
b) increase enemy count or type each second
c) what about auto weapons
Love it. Great idea.
So we have a campaign mode and a survivor mode.
One question for me is: Do we really need profiles ?