tcsoccerman Posted February 22, 2009 Report Posted February 22, 2009 Inspired by How to make a game in a week., i've decided to create a continuum zone in 16 hours. I figured it'd be great experience and that...well i'm sick and have nothing else to do so why not? Here's a few rules i'll be going by: 1. by 16 hours i mean combined, not consecutive. It will probably be 16 hours within a week. I will work in 1 hour segments, meaning that if i do work on the zone it will have to be for at least an hour (at a time). 2. Creativity and brainstorming of the zone does not count as time 3. Neither does recording my progress. 4. There will be a few things i won't be making due to my complete lack of that skill, including a)Tiles. These alone would take me far more than 16 hours. b)audio. I probably will use default audio anyways, unless i have extra time. c)Graphics. I will be making a few extra graphics but other than that i'm using default. (which i think is better anyways because there is less to download). My goalThere will be one main gameplay intended for multiple players with 2 teams. That goal will be a simple team slayer (like halo). Each team has x lives. Each time a player dies their team loses a live. Last team standing wins. I actually already have this module made from a long time ago, but that's ok it only took me 4 hours or so to make. To add on to that gameplay, there will be drop zones (same idea as turf except more graphical). Capturing simply changes the graphic. Holding a drop zone at around every 300 seconds or so will award you reinforcements for every drop zone you control. Also for when there are minimal players in the zone, there will be a simple ctf implementation. That is, inside each drop zone is a base where players can drop a flag (which will look like money) in order to gain points/money. this will add to the gameplay making it helpful to hold a drop zone. In effort to make drop zones more important, i will make killing easier than average. In order to do this i will make specials (bursts, repels, thors) more common and guns and bombs better. How i will use my timeHours 1-5 - Will be spent coding the drop zones, the control module which will restart the game, send arena messages, spectate teams that are out (only for more than 2 teams), award prizes, etc., and the money/flag module. 6-8 - flag/money graphics, drop zone graphics for each unique team and neutral, base graphics (where u bring money/flags), download some tiles. 9-13 - full out settings. settings for every ship, flags (limit 1 per person), whatever else there is 13- 14.5 - map. 14.6 - 16 - fix bugs/ maybe add turrets if ahead of schedule. i'll post my progress as i go. let's see how this turns out. Quote
Samapico Posted February 22, 2009 Report Posted February 22, 2009 Should make a reality show out of it Quote
tcsoccerman Posted February 22, 2009 Author Report Posted February 22, 2009 lol, yeh that would be interesting to watch. especially on a larger scale. I guess hell's kitchen is kind of like that, having to cook a bunch of food in time. Hour 1:Started on drop zone module. Made huge progress, probably around 75% done. Didn't implement graphics yet, most of what's left. Realized that the map will have to go sooner, as in hour 3 or maybe even 2 in order to test this module. would be bad if i realize it doesn't work later on when it is not so fresh in my mind. Quote
tcsoccerman Posted February 22, 2009 Author Report Posted February 22, 2009 hours 2 and 3 : made map with each drop zone region. ran into horrid bug in the module that stops mainloop after 1 second. tried to fix that for the second hour or so and failed. Quote
»Purge Posted February 22, 2009 Report Posted February 22, 2009 No lunch break? I would surely take over 1.5 hours to do a map. Quote
tcsoccerman Posted February 22, 2009 Author Report Posted February 22, 2009 i'm bad at maps anyways there would be no difference. maybe if i have extra time. Quote
tcsoccerman Posted February 22, 2009 Author Report Posted February 22, 2009 fixed it by a bad hack. it seemed that the every-second loop i made was called once and not every second. inorder to fix it i recall the function with a delay of 1 second after every call. Quote
tcsoccerman Posted February 22, 2009 Author Report Posted February 22, 2009 hours 4 and 5: lets see... fixed smaller bugs in drop zone module. mostly finished the control module. thinking that drop zone graphics will be in hud rather than on map. also that a + animation and - animation will show whenever troop count changes (will show next to troop count hud). tested alot. added some sounds for game start and end. edited some settings for 5 minutes or so (flags). i'm done for today. Quote
tcsoccerman Posted February 24, 2009 Author Report Posted February 24, 2009 hour 6: starting to not like the flag drop idea. and even if i do do it, i my as well use powerball. anyways, i worked on some settings real quick for all the ships. just tried to make them all unique. also made an animation graphic just got to implement it correctly. i will probably be finishing early Quote
Aceflyer Posted February 24, 2009 Report Posted February 24, 2009 Apologies, but what precisely is the point of this exercise? Creating a zone has never been about speed, it's about quality and making something that players will like. Quote
CRe Posted February 24, 2009 Report Posted February 24, 2009 I figured it'd be great experience and that...well i'm sick and have nothing else to do so why not? Quote
»Purge Posted February 24, 2009 Report Posted February 24, 2009 Well, he'll have a nice framework when he's done with this 16 hour ordeal so he can just work from that to make the zone appealing. Quote
tcsoccerman Posted February 25, 2009 Author Report Posted February 25, 2009 purge and creamy are right on. Quote
Corey Posted February 25, 2009 Report Posted February 25, 2009 Sorry if i missed it, but have you released the name of your zone? Quote
tcsoccerman Posted February 25, 2009 Author Report Posted February 25, 2009 for now, Death Match Zone, i don't know if that's taken though. i'll have to devote some time to thinking up a good name Quote
tcsoccerman Posted February 25, 2009 Author Report Posted February 25, 2009 hour 7: added a spawn area at the bottom of the map, which is next to some random fighting area with random obstacles. set spawn points in arena.conf. gave me an idea that drop_zones could also be spawn points for team that owns it. maybe.... . also fixed animation and now it works completely, although the animation is not so graphically pleasing. Quote
Cancer+ Posted February 25, 2009 Report Posted February 25, 2009 What you need to do is taking an existing zone (Unreal Tournament) *WINK WINK* and turn that into a FULL TIME ZONE. Edit: Not needed...lol sorry -Cancer Quote
Samapico Posted February 25, 2009 Report Posted February 25, 2009 I'm disappointed I thought you were going 24 hours straight, no sleep, non-stop creation Quote
Incomplete Posted February 25, 2009 Report Posted February 25, 2009 You should call is Zone 16 or something. 16 representing the amount of hours you put into it. It sounds mysterious too. Quote
tcsoccerman Posted February 25, 2009 Author Report Posted February 25, 2009 What you need to do is taking an existing zone (Unreal Tournament) *WINK WINK* and turn that into a FULL TIME ZONE. Not one of your bullshit 16 hour blow me zone.I never said that when i was done i would stop working on it. I'm going to make it as complete and well rounded as i can in 16 hours, and then later polish it off. I'm disappointed I thought you were going 24 hours straight, no sleep, non-stop creationI'd rather not. You should call is Zone 16 or something. 16 representing the amount of hours you put into it. It sounds mysterious too.That's a good idea, it does seem appealing. Quote
tcsoccerman Posted February 27, 2009 Author Report Posted February 27, 2009 Hours 8-11: i wasn't keeping track of time but i want this to be over with anyways so we'll say three hours. so...what i did...this should be fun to remember. *added sprees with "killing spree" sound. i also added "double kill" sound for future*added "hill controlled" sound which is triggered when you take a drop zone.*(btw these are all halo sounds because they are what came to mind. not because it is a halo zone, although i'm not saying it can't be).*added ?hillinfo command which displays information about each hill (which is a drop zone, just realized i named the command poorly). thisis a little messy, need to fill in space which will be something i need to learn*fixed bugs*Added location tag to each drop zone (left, right). used in ?hillinfo*also added color tag to each team so team 0 becomes blue team. (also used in ?hillinfo)*i did more but can't think of it right now TODO: when a team is eliminated, all dropzones owned by them must be voided.TODO: maybe add a double kill module. simply tracks if two kills are within x time.TODO: must make map more appealing, and drop_zones more different so they stand out more and say "come here and claim me because i'm shiny".:make sure powerball is giving rewards. Quote
»Lynx Posted February 27, 2009 Report Posted February 27, 2009 You should call is Zone 16 or something. 16 representing the amount of hours you put into it. It sounds mysterious too. Oh that is what the 16 represents... Quote
tcsoccerman Posted March 10, 2009 Author Report Posted March 10, 2009 Well this project pretty much came to a halt. Here's what i got done in around 11 hours. Quote
Cancer+ Posted March 11, 2009 Report Posted March 11, 2009 Way to waste a thread. Why did you stop? You should have done it 16 hours straight. Quote
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