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Milestone 4

Evan Quan edited this page Apr 14, 2019 · 1 revision

Since Milestone 3...

Game Rules

First blood - the first hit of the game grants extra points. This incentivizes more aggressive play at the start.

A clarification from Milestone 3: there are no deaths and respawns. Our system focuses on gathering points by hitting other players with abilities like Mario Kart's battle system. To punish getting hit, we tried:

  • respawn on hit - we found it very disorienting having to constantly respawn to a random respawn point every time you got hit and having to regain your bearings. We suspect it would also be disorienting to see hovercrafts spawn near you without warning.
  • losing control for a short duration - this caused a problem with spikes, as you could stun-lock another player by constantly ramming into them and spamming spikes. This was partially alleviated by applying a force to hovercrafts as they collide with one another, but it's still bad when multiple bots are teaming up against a single player.

We settled for resetting ability cooldowns, and losing more points based on killstreak (explanation next).

Powerups

Timed

Whenever a player hits the player with the most points, they are given a speed most powerup, which lasts for 20 seconds.

A speed boost is also given to first blood.

Stacking

Ability cool downs have been rebalanced to have a much longer time than before.

Rocket - 5s

Spikes - 3s

Dash - 3s

Whenever players increase their killstreak, their cool downs shorten by 10% up to a minimum cool down value:

Rocket - 1s

Spikes - 1s

Dash - 0.5s

If their killstreak is lost, their cool downs reset to their base values.

This awards more defensive play and incentives players to put more effort into dodging enemy attacks. Getting hit now gives a much stronger "feels bad" response, especially after a long killstreak.

Ending the Game

The game ends when the game timer hits 0. The player with the most points wins.

End Game Awards

At the end of the game, players are given certain awards for accomplishing certain tasks, gaining extra bonus points. The currently implemented awards are:

Gotta Go Fast! - Most speed boosts +200

Tactical - Largest killstreak +200

Rocket Man - Most rocket kills +100

Pyromaniac - Most flame trail kills +100

Porcupine - Most spike trail kills +100

Consolation - Most deaths +100

If there are is more than 1 human player and more than 1 bot in the game, these awards are available:

Ludite - Most bot kills +200

Misanthropist - Most player kills +200

Points

While still weaker than a player, bots are much challenging than initially planned, and so now award the same number of points as hitting other human players.

Points awarded to the attacker now increases with the killstreak of the player they hit. This should make high killstreak players a larger priority to target.

Menus

The game now has a menu system instead of starting directly in-game.

Start Menu - the initial splash screen when starting the program, akin to many old arcade games. Pressing accept will move to the Main Menu.

Main Menu - allows the player to start a new game or quit the program. They can go back to the Start Menu.

Pregame Menu - Lets the user choose the game parameters before starting the game. The user can choose the number of players, number of bots, and game round time before choosing to start the game, which goes to the Game Menu. They can also go back to the Main Menu.

Game Menu - This is the in-game behaviour as seen before. The player can press Start to go to the Pause Menu.

Pause Menu - The game pauses. The user can continue the game, or end the game, which goes to the post-game menu.

Postgame Menu - After the game, all the end game awards are assigned, and all the points are tallied up to determine the round winner. This then leads to quitting the program.

User Interface

Speed boost prompt displays for the duration of the player's speed boost.

Sound

Entering the pause menu pauses all in-game sounds, and plays a pause music loop. Returning to the Game Menu resumes playing in-game sounds as it left off.

Moving the cursor, or selecting options in the menus plays a random cursor sound.

Spikes make a sound when deactivating.

Rockets make a sound when firing and when impacting a surface.

Abilities

Spikes

  • Now render and are animated when they are activated and deactivated.

Rockets

  • Physics and rendering are now complete

Flame Trail

  • Now work with physics

Driving model

  • When hovercrafts collide, a force pushes them away. This makes it more difficult to constantly ram into another vehicle non-stop.

  • Hovercraft centre of gravity has been lowered to make flipping more difficult and recovering from flipping easier.

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