Game Development Community


#1
03/01/2007 (6:41 pm)
Sounds like a fun game idea to me.

You could have game play modes like CTF etc as well. Like saving baby (same colour) balls from the other team.

And when team members die they reduce the ticket counter, but it goes up when you save babies!

Something like that I think could make it more long lasting fun!
#2
03/03/2007 (2:17 pm)
Wouldn't it take away from your health just as much as theirs when you bump into them?

It makes sense that others would get more damaged than you in something like a demolition derby, since cars have certain weaknesses in their shape and design, but rubber balls are the same all around, so wouldn't you get damaged just as much as the person you're bumping into?
#3
03/03/2007 (3:05 pm)
The faster one should take half as much damage on collision.
#4
03/05/2007 (6:41 pm)
Do a bounce game, but give people really big (cartoon sized) blunt weapons that they can score hits with as the collide or pass by. Of course a hit will cause them to move really fast and hit other objects hard doing damage. You could also check for simultaneous hits for extra mayhem.
#5
03/15/2007 (9:58 am)
Maxwell, that sounds like a pretty stupid explanation of a pretty reasonable odea (and lol i dont think anyone would make such a game WITHOUT implementing that)

Let's just be reasonable and logical, damage should be calculated using an equation like this:

DamageDoneToMe=DamageMod*YourAbsoluteSpeed/MyAbsoluteSpeed*RelativeSpeed
DamageDoneToYou=DamageMod*MyAbsoluteSpeed/YourAbsoluteSpeed*RelativeSpeed

RelativeSpeed is simply how fast we move towards each other. if we are going in completely opposite directions, the relative speed is the sum of our individual speeds.
Simply: How much closer the two balls come per time unit.

If i go twice the speed of you, and we are moving towards each other, you would be dealt 1*2/1*3=6 damage, and i would be dealt 1*1/2*3=1.5 damage, thus, you will be dealt 4 times the damage i would.

Oh and i dunno, maybe it would be more balanced to include some root/square functions in the equation, but it's a start.
#6
03/15/2007 (9:58 am)
And the damagemod would of course be altered by weapons and game settings.
#7
03/16/2007 (4:49 pm)
So you would have to start off faster than everyone else, correct?
#8
03/22/2007 (8:14 am)
Exactly.