IGDA Albany/Chapter Mod Project Design/Respawning

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[edit] Spawning/Respawning

Image:Holystrike25ng.jpg

[edit] Start of match

  • When a player enters the game for the first time they will need to select a team and then a class to play. To hep simplify the menu system we will use a method that makes the environment the selection menu. We will call the first room that the player enters the "Team Selection Room". If a player selects the Military team they will be teleported to the "Class Selection Room". From here they will select a class and then be placed into the game map to begin the match. Players that select the Holymen side will be placed directly into the game map.
  • The Team selection room should be some what sparse of detain but yet promote the feeling that the player is in a junxtaposition of worlds. On one side should be a portal leading to the Military with details of technology and sounds promoting military marching or insperation. The portal leading to the Holyside should indicate something heavenly and pure. The sounds could be non-descript chanting or pipe music.
  • Class selection rooms should be consistant in thier message while also providing a clear message for choice of class (purhapes have a small diagram of what the class does?). The holy side could resemble a cloudy room with no visible walls

[edit] Death during game play

  • All players will have a chance to respawn after they have been eliminated "Thier avatar has killed". Once killed the player will be moved to the Class selection room for thier team. From here they may either stay, Select a the class they have been playing (except holyman class) or choose a different class. After selection the player will be placed in a "cue". When the cue times out the player will be respawned into the game.
  • The respawn cue will require game play tweaking for both fun factor and game balance.

[edit] Respawn location

  • The military team will have a predifined location of respawn spots that will not change for the entire game. This location could be a helicopter hovering overhead or a armored personnel carrier with it's back door down. In any event the location should feel as if it was a discharge point for the military side.
  • The holy side respawn points will be influenced by the locations of all remaining holymen. There are 2 methodes we can use
    • Pick a random holyman and then calculate a near by "safe" spot to place the player. This could be a problematic solution and may require alot of testing
    • Seed the map with "holy" spawn points and then pick a random holyman. Unlike before we would then select the nearest spawn point to the holyman and then spawn the player in. This is safer but requires more work on the level design. Total work should not be more than 1 man day.
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