I search for solutions in this order: Past Code, Unreal Source, Wiki, BUF, groups.yahoo, google, screaming at monitor. – RegularX
Difference between revisions of "User:Bob Gneu/Solarity"
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== Overview / Setting == | == Overview / Setting == | ||
− | |||
− | |||
== Game Modes == | == Game Modes == | ||
+ | Each of two teams is provided with an allocation of assaulters for a given resource. This allocation will scale based upon the number of available players involved in the conflict. This leads to smaller incursions being easier to maintain, and large scale battles being more tense and involved. The allocation will scale based upon the results of the last 5 battles, more success means fewer assaulters provided. | ||
+ | |||
+ | The teams continue to battle, unless otherwise stated, until either 80% of the players on a team decide to surrender or they run out of their allocated assaulters. | ||
+ | |||
+ | === Territorial === | ||
+ | Zones are defined on the map, each with a given set of parameters for the number of players required to capture it and the length of time required to occupy a given territory before it is considered captured. | ||
+ | |||
+ | Points are awarded to each side based upon the number of zones controlled. If one team takes possession of all of the zones they relinquish a handful of their allocation for use in another battle. | ||
+ | |||
+ | ==== Kismet ==== | ||
+ | Each zone maintains its state, and fires off a kismet event for each of four changes in possession: | ||
+ | |||
+ | * Red Captured - Red team captures | ||
+ | * Blue Captured - Blue team captures | ||
+ | * Released - No team controls | ||
+ | * Contested - Posessed by one team but the opposition is attempting to capture it. | ||
+ | |||
+ | When a zone is contested for less than its given time, it will return to its previous state (not throwing the resulting capture event. | ||
+ | |||
+ | ==== UnrealEd Notes ==== | ||
+ | A volume is provided, '''TerritorialVolume''', for use in the editor. It is placed in the same fashion as the other special volumes. The volume has a set of properties for each field mentioned above. With the volume selected, you can add the '''Volume Captured''' event, with a link for each of the above kismet links, which you can then tie to any other kismet mumbo-jumbo you choose. | ||
+ | |||
+ | '''For Territorial gameplay these dependencies are ignored.''' | ||
+ | |||
+ | === Push === | ||
+ | Push works within the same confines as Territorial, but adds dependencies to the volumes. A volume is only able to be captured if the volumes it depends upon are also controlled, by the capturing team. | ||
+ | |||
+ | ==== UnrealEd Notes ==== | ||
+ | The exact same volume is used for Push, but in the properties you provide the array of dependencies for a given territory. | ||
+ | |||
+ | === Tainted === | ||
+ | === Three === | ||
+ | === DeathRun === | ||
+ | === Resources === | ||
== UI Details == | == UI Details == | ||
+ | === Menu System === | ||
+ | === HUD === | ||
+ | === Special === |
Latest revision as of 02:08, 18 November 2012
Code Name: | Solarity | |||||||||||||
Genre | FPS/TPS | |||||||||||||
Release Date | December 2012 | |||||||||||||
Multiplayer | Yes | |||||||||||||
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Contact: | Bob@Gneu.org | |||||||||||||
Website: | http://blog.gneu.org |
Contents
Overview / Setting
Game Modes
Each of two teams is provided with an allocation of assaulters for a given resource. This allocation will scale based upon the number of available players involved in the conflict. This leads to smaller incursions being easier to maintain, and large scale battles being more tense and involved. The allocation will scale based upon the results of the last 5 battles, more success means fewer assaulters provided.
The teams continue to battle, unless otherwise stated, until either 80% of the players on a team decide to surrender or they run out of their allocated assaulters.
Territorial
Zones are defined on the map, each with a given set of parameters for the number of players required to capture it and the length of time required to occupy a given territory before it is considered captured.
Points are awarded to each side based upon the number of zones controlled. If one team takes possession of all of the zones they relinquish a handful of their allocation for use in another battle.
Kismet
Each zone maintains its state, and fires off a kismet event for each of four changes in possession:
- Red Captured - Red team captures
- Blue Captured - Blue team captures
- Released - No team controls
- Contested - Posessed by one team but the opposition is attempting to capture it.
When a zone is contested for less than its given time, it will return to its previous state (not throwing the resulting capture event.
UnrealEd Notes
A volume is provided, TerritorialVolume, for use in the editor. It is placed in the same fashion as the other special volumes. The volume has a set of properties for each field mentioned above. With the volume selected, you can add the Volume Captured event, with a link for each of the above kismet links, which you can then tie to any other kismet mumbo-jumbo you choose.
For Territorial gameplay these dependencies are ignored.
Push
Push works within the same confines as Territorial, but adds dependencies to the volumes. A volume is only able to be captured if the volumes it depends upon are also controlled, by the capturing team.
UnrealEd Notes
The exact same volume is used for Push, but in the properties you provide the array of dependencies for a given territory.