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Difference between revisions of "User:Bob Gneu/Solarity"

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== Overview / Setting ==
 
== Overview / Setting ==
 
== 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.
 +
 +
=== Push ===
  
 +
=== Tainted ===
 +
=== Three ===
 +
=== DeathRun ===
 +
=== Resources ===
 
== UI Details ==
 
== UI Details ==
 +
=== Menu System ===
 +
=== HUD ===
 +
=== Special ===

Revision as of 01:57, 18 November 2012

Code Name: Solarity
Genre FPS/TPS
Release Date December 2012
Multiplayer Yes

Contact: Bob@Gneu.org
Website: http://blog.gneu.org

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.

Push

Tainted

Three

DeathRun

Resources

UI Details

Menu System

HUD

Special