RJK
Administrator
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Written 22-12-2002 13:40:39
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This topic is about different settings that could be introduced to later versions of dRxLaX.
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RJK
Administrator
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Written 22-12-2002 13:53:28
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The basic ones:
1. Offensive power charge
The amount of offensive power charged per frame of pressing the charge button (left trigger). Can be set to Max (offensive power is always maxed out).
2. Offensive -> defensive power
This is basically two settings. The time used to convert offensive power to defensive power and the amount required (ie. other than 1:1 transfering). Setting the time to 0 equals Off.
3. Defensive -> offensive power
The same as 2. except the other way around. Is this feature even usable?
4. Max defensive power
Changing this would change the average length of the game.
5. Starting positions
Always starting in the exact same spot can lead to some problems with certain players starting off by picking on other players (you know who you are... ;)). The start positions could be mixed for each round or there could be completely different starting positions (like everyone starting in the center of the screen).
6. Mine cost
The amount of offensive power a mine costs. This would balance the game between standard shots and mines.
7. Mine damage
The amount a mine damages compared to the standard shot. This would balance the game between standard shots and mines.
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dRxL
Administrator
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Written 23-12-2002 18:28:01
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All that which you mention are already variable in the code. You just need some sort of interface to edit them. I believe that an ingame menu system is the best option.
It's time to set the SH4 and CLX2 hearts on fire!
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RJK
Administrator
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Written 26-12-2002 21:59:41
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Absolutely. That's what I am suggesing ;)
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Sweater Fish Deluxe
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Written 02-01-2003 23:46:21
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I think some sort of sliding bar setting between offensive-to-defensive and max defense and offensive regeneration and weapon cost would make the gameplay more interesting if each player could choose thier own setting.
So, for example, if a player chose a stronger defense bar it would regenerate more slowly and they could also choose to have mines not cost much of their offensive power in exchange for a slower defense-to-offense. Such a setting would be good for an aggressive player who like to run into battle and drop lost mines and take lots of hits. But other settings would favor more conservative play, etc.
We could probably come up with some other variables that could be played with without throwing off the balance too much, too.
...word is bondage...
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dRxL
Administrator
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Written 05-01-2003 00:22:36, edited 05-01-2003 00:31:56
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I think I'll open up the code soon, so we can discuss this on even terms =)
Here is a list of the current variables and their current setting(they're not really defines in the actual code, the ones I list here are the default values)
defines:
#define AIR_DENSITY 0.05
#define JOYSTICK_SENSITIVITY 0.0004
#define PLAYER_ACCELERATION 0.00003
#define SHOT_SPEED 0.7f
#define PLAYER_START_HEALTH 270
#define ASSAILANT_EARNS_HEALTH 0.33
#define PARTICLE_SIZE 0.20f //start size for explosion particles
#define TRAIL_LENGTH 64 //in frames * 3
#define SHOT_REPEAT_DELAY 15 //in frames
#define MIN_PLAYER_SIZE 0.850f
#define MAX_PLAYER_SIZE 3.0f
#define MINE_PULSE_RATE 30 //in frames
#define MINE_SIZE 0.6f
#define MINE_COUNTDOWN 590 //in frames
#define MINE_STRENGTH 36 // per particle shot from the explosion
#define MINE_DECREASE_PER_TURN 5 //mine particle decrease per frame
#define COST_SHOT 10.0f
#define COST_MINE 15.0f
#define COST_HEALTH 2.5f
#define COST_JUIZE 1.5f
#define JUIZE_CHARGE_RATE 0.13f
/* juize is my term for the stuff in the white bar benath the powerbar*/
/* the max juize is calculatet from how health you have, I think its around 150 for a ship with the start health*/
/*the following 3 control the flash effect*/
#define MIST_A_DECREASE 0.012f
#define MIST_C_DECREASE 0.008f
#define MIST_A_MAX 0.5f
variables without defines:
max_shot_strength=160;
trail_opasity=0.5f;
mine_explode_push=0.03f;
shot_player_push=0.001;
shot_mine_push=0.002f;
flash_intensity=0.5f;
It's time to set the SH4 and CLX2 hearts on fire!
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