A challenging solo and multiplayer mode

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QuantumBliss
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Joined: 25 Apr 2011, 23:14

A challenging solo and multiplayer mode

Post by QuantumBliss » 22 Sep 2012, 01:13

;) Following suggestions to make shootmania much more fun and challenging as an esport game.

8-) A game mode in which ranking is based on the amount of hits a player received and shoots in a certain amount of time (5 minutes would be ideal). Within the given timeframe, players tries to capture all the flags in a given map.

- In Solo mode, a map consists of bots, who are trying to hinder the player from reaching the flags in the map. Bots are programmable to shoot in certain frequency, or intelligently when a player appears in a certain area of a map.
There would be an author time and then relative to that time the gold, silver and bronze times to beat, in trying to capture all the flags in the map.
Furthermore there amount of hits the player receives while trying to capture the flags affects he time and ranking for a given map. :yes:

- In Multiplayer mode, instead of bots, the player will be playing against real online players. And here as well, the amount of hits received to hits given would affect the ranking on the result screen as well as the given LPs or sollalah. :yes:

Cheers. :clap:

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Omnixor
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Joined: 03 Jul 2010, 17:07
Location: Vilnius, Lithuania

Re: A challenging solo and multiplayer mode

Post by Omnixor » 22 Sep 2012, 10:12

Nadeo won't make bots.
- staff head of ESL TM²Stadium -

Mariomarco
Posts: 52
Joined: 23 Jul 2012, 16:02

Re: A challenging solo and multiplayer mode

Post by Mariomarco » 22 Sep 2012, 10:17

Omnixor wrote:Nadeo won't make bots.
Bots are already included in Code so why not?
The only thing I don't get is how to move them ^^
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Omnixor
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Re: A challenging solo and multiplayer mode

Post by Omnixor » 22 Sep 2012, 10:48

that's the thing, they can't move (at all).
- staff head of ESL TM²Stadium -

Mariomarco
Posts: 52
Joined: 23 Jul 2012, 16:02

Re: A challenging solo and multiplayer mode

Post by Mariomarco » 22 Sep 2012, 12:43

Omnixor wrote:...they can't move (at all).
I think it is possible to move them around, maybe with some sort of replay or validation record.
In the code there are two variables about bot speed and path:
BotPathOffset & BotPathSpeedCoef
the only thing is that I'm not sure how to use them :(

would be nice to see a tutorial about it (@NADEO) :3
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