Gamemode: Surival Sandbox

Ideas and suggestions for how to improve the Warzone 2100 base game only. Ideas for mods go in Mapping/Modding instead. Read sticky posts first!
camellia0x++
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Gamemode: Surival Sandbox

Post by camellia0x++ »

TL;DR: Minecraft + Warzone?

Minecraft became a hit; not because of the stunning graphics, nor due to the epic combat, but because of the survival sandbox genre it embodies. It allowed blocky creativity, yet at the same time it required constant vigilance; (otherwise your structures would be blown up by monsters.)

Warzone could potentially also benefit from this style of gameplay, the idea is summarised below:

You start with a base in the middle of nowhere. The map should be infinite, and there are no goals. There are random resources such as oil deposits in random places. Enemies are generated as you move into new areas, and will attack you from afar as well.

Possibly add: ore deposits, so you can make mines, mining metal, etc. Randomly hidden artifacts.
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Corporal Punishment
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Re: Gamemode: Surival Sandbox

Post by Corporal Punishment »

Infinite map will not be possible with WZ, from what I understand of the game engine. Nor is random terrain generation possible without someone bestowing upon himself the 3+ year task of developing a terrain generator that could not be very random since it must have a concept of 'functional' geography. Else it would introduce cliff tiles (for example) at random producing inconsistent terrain which, for the most part, would not be more interesting to play on then a plain surface, where it was not impassable in the first place.

And let's face it: If you want a minecraft-style game, you play Minecraft. When you play WZ, you want a warzone-style game.
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Re: Gamemode: Surival Sandbox

Post by NoQ »

Well, FlaME's built-in map generator isn't too bad (:
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Re: Gamemode: Surival Sandbox

Post by Corporal Punishment »

We have a map generator?! :shock: This completely went by me. Under this premise, I revoke everything I said and support the opposite. But my last point still stands.
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Re: Gamemode: Surival Sandbox

Post by NoQ »

Corporal Punishment wrote:We have a map generator?! :shock:
Here are a few examples of maps created with the help of the Flail13's generator:
[1] [2] [3]
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Also, i remember something called "Diorama" ... some older map generator, i think.
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Berg
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Re: Gamemode: Surival Sandbox

Post by Berg »

http://warzone2100.org.uk/

I have included a map made with the map generator this is for warzone 2.2 but with all the clever folks i dont think it would take much effort to make it compile for trunk and 2.3


anyway the Diorama (1.1.1) works niceley http://warzone2100.org.uk/wmt-1.1.1.tar.bz2
wz2100-20120124_090854-Sk-Diorama-0124-0826.png
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Re: Gamemode: Surival Sandbox

Post by camellia0x++ »

I wasn't saying we make the game into minecraft, that completely misses the point. I was simply saying we take one element that made minecraft sucessful, and that was this: "Do what the **** you want."
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Re: Gamemode: Surival Sandbox

Post by Emdek »

camellia0x++, personally I think that JS scripting is a future for WZ, so it could be done so it would be possible to register new game types through mods, I would like for example see kind of CTF. :-D
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Re: Gamemode: Surival Sandbox

Post by Jorzi »

While an infinite map is certainly not an option, I support the idea of a survival mode where you fend off ever-increasing waves of enemies.
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Re: Gamemode: Surival Sandbox

Post by Shadow Wolf TJC »

Jorzi wrote:While an infinite map is certainly not an option, I support the idea of a survival mode where you fend off ever-increasing waves of enemies.
Reminds me of that one downloadable mission that you could get for Starcraft 2 called Left 2 Die, or rather, its survival-oriented counterpart Night 2 Die, where 2 players had to fend off waves of attacking forces, kind of like Call of Duty's Nazi Zombies mode.
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Re: Gamemode: Surival Sandbox

Post by aubergine »

Creating an AI that generates survival mode / tower defence on a map should be pretty easy.

Capture the flag would need the ability to have a script running all the time to give players oil. Then you could have a single oil resource somewhere on map, for example, and player that holds it for longest wins.
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Re: Gamemode: Surival Sandbox

Post by Powzone »

There is a proof of concept for a tower defense mode made by Milo that can be found here: viewtopic.php?f=6&t=5596&hilit=tower+de ... =30#p86817
This could be used for the enemy units to generate the waves for survival. AFAIR there was also another concept, that only spawns units directing them to one point on a map. Sure, this would be asome work to translate it to dirfferent maps, so the units act as normal enemys. Just take a look at it. It might be helpful. :)
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Re: Gamemode: Surival Sandbox

Post by Emdek »

aubergine, I've thought about special item to carry (like artifact), to own base. ;-)
What you described is Domination mode.
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Re: Gamemode: Surival Sandbox

Post by aubergine »

Carry to base can be achieved so long as JS API exposes way to place artefacts and pick up artefacts for AI players.

Would require ability to detect which unit has collected artefact, then if that unit gets destroyed before reaching base new artefact dropped. If unit reaches base, artefact dropped near HQ. Count contiguous time artefact is near a HQ, timer resets if someone else grabs artefact.
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Re: Gamemode: Surival Sandbox

Post by Emdek »

aubergine, this must be possible, as is used in two missions of campaign. ;-)
Enemy commander has artifact which we must retrieve and if he drops (get destroyed) then other enemy units can pick it up.
We would need a way to mark carrying unit, rest should be available anyway.
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