Author Topic: Discussion about Gametypes  (Read 4989 times)

Gabbe

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Re: Discussion about Gametypes
« Reply #25 on: 30 April 2011, 19:11:38 »
The ones i listed are gametypes. They are not scenarios.

How'd you suppose to have it customizable?

Zoythrus

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Re: Discussion about Gametypes
« Reply #26 on: 30 April 2011, 22:11:01 »
just like in any other RTS, in the pre-game menu. i would suggest that there be a "gametype" dropdown that lists all of your gametypes. then, when you choose one, specific options pop up

Omega

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Re: Discussion about Gametypes
« Reply #27 on: 30 April 2011, 23:36:38 »
Because there will be so little room when such a thing is implemented (if it is implemented), I think that the custom game menu should be multiple screens. One way would be to use tabs (eg: one tab would be the player factions, teams, etc, another would be the map, with a full sized map preview, the tileset, fog of war, etc, another could be game types, and so on. This would also make further expansion easier) alternatively, a "next" and "back" system would be virtually the same as tabs, though instead of having tabs on the top or bottom, there would be a simpler next and back button that would take you through each of the submenus.

That'd, of course, be a thing for Glest 4, of course, in the distant future.
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Ishmaru

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Re: Discussion about Gametypes
« Reply #28 on: 1 May 2011, 04:16:35 »
Hard coded game types may not work with mods. Hard coded ones should be more simple like capture flag, or king of the hill so they will be more compatible with mods. It would be cool to make custom game types for standalone mods.
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Zoythrus

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Re: Discussion about Gametypes
« Reply #29 on: 1 May 2011, 15:26:42 »
Hard coded game types may not work with mods. Hard coded ones should be more simple like capture flag, or king of the hill so they will be more compatible with mods. It would be cool to make custom game types for standalone mods.
i figured that the ones that are deemed "Official Glest Gametypes" (hardcoded) would be the rather simple ones, so that all mods can play them.

The problem with mod-specific gametypes is that limiting them to one or two mods is bad for the community. i dont want to play a really intricately-made (but really fun) mod for one mod if i cant play it for the rest.

Omega

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Re: Discussion about Gametypes
« Reply #30 on: 2 May 2011, 02:40:21 »
Hard coded game types may not work with mods. Hard coded ones should be more simple like capture flag, or king of the hill so they will be more compatible with mods. It would be cool to make custom game types for standalone mods.
i figured that the ones that are deemed "Official Glest Gametypes" (hardcoded) would be the rather simple ones, so that all mods can play them.

The problem with mod-specific gametypes is that limiting them to one or two mods is bad for the community. i dont want to play a really intricately-made (but really fun) mod for one mod if i cant play it for the rest.
That's a very bad idea. As I stressed before, there needs to be as many examples as possible anyway. If we don't have the "default" game types available for us to see, it's gonna be a hell of a lot harder to make a custom one. And while it may be better to have non-mod specific gametypes, please take into aspect that some game types may only be of use to a specific mod. For example, a "tycoon" based gametype that might only work with one faction intending to do something Glest normally cannot, and only possible with a custom gametype for that mod only.

Bottom line: hardcode as little as possible, leave options open, whether you like it or not.
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Re: Discussion about Gametypes
« Reply #31 on: 2 May 2011, 03:02:27 »
I think there should be basic gametypes such as FFA(Free-For-All) and TDM(Team DeathMatch) shipped with the game in Lua or XML, not hardcoded. Then in the custom game, you could select a gametype with a nice dropdown menu. Mod specific gametypes would come with the mod, so when you select a mod the mods custom gametypes are added to the gametype menu.
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Ishmaru

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Re: Discussion about Gametypes
« Reply #32 on: 2 May 2011, 06:07:47 »
I think there should be basic gametypes such as FFA(Free-For-All) and TDM(Team DeathMatch) shipped with the game in Lua or XML, not hardcoded. Then in the custom game, you could select a gametype with a nice dropdown menu. Mod specific gametypes would come with the mod, so when you select a mod the mods custom gametypes are added to the gametype menu.

Um free-for-all and team death match = custom game, so they don't need there own option, unless its pre set armies or something.
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Psychedelic_hands

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Re: Discussion about Gametypes
« Reply #33 on: 2 May 2011, 06:46:24 »
Hey heres an idea, What gametypes a techtree can play is defined in the .xml.
Say,
Code: [Select]
<gametype value="true">
<gametype path="glestae\gametypes\capture_the_flag" />
<gametype path="glestae\gametypes\king_of_the_hill.xml" />
<gametype path="glestae\gametypes\assassination.xml" />
Or something like that.

This way we don't have any compatibility issues and is much cleaner, does anyone have a way to improve on this?

Omega

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Re: Discussion about Gametypes
« Reply #34 on: 2 May 2011, 06:59:18 »
Hey heres an idea, What gametypes a techtree can play is defined in the .xml.
Say,
Code: [Select]
<gametype value="true">
<gametype path="glestae\gametypes\capture_the_flag" />
<gametype path="glestae\gametypes\king_of_the_hill.xml" />
<gametype path="glestae\gametypes\assassination.xml" />
Or something like that.

This way we don't have any compatibility issues and is much cleaner, does anyone have a way to improve on this?
That would end up too limited though, as every time a new game type is released, the mod would have to be updated.
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Psychedelic_hands

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Re: Discussion about Gametypes
« Reply #35 on: 2 May 2011, 07:06:54 »
It wouldn't HAVE to be updated, but moders should be conscious about new popular gametypes and test if it works in their mod.
Either way, I still say it is a much better option than anything else. (or atlest, what has been said in this thread).