ID:38058
![]() Jan 14 2008, 7:03 am
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Just a reminder that the deadline for the snow combat contest is approaching. The deadline is January 15, but it's the end of that day. In other words, if you submit your game any time tomorrow (BYOND standard time) it can still be judged. That's about 39 hours from now.
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![]() Jan 14 2008, 10:48 am (Edited on Jan 15 2008, 4:31 am)
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I had a fine entry ready, but then I realized that I was too dependant on a pathfinding library (snowball paths, avalanches, and snowflakes). During testing, the game would become unplayable with three or more people. A shame. :(
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DivineO'peanut wrote:
I had a fine entry ready, but then I realized that I was too dependant on a pathfinding library (snowball paths, avalanches, and snowflake trails). During testing, the game would become unplayable with three or more people. A shame. :( Avalanches are about the only thing I could foresee a need for a pathfinding algorithm for. You can use simple equations to represent a snowball, and I created a /weather datum that represents good-looking weather effects on screen. Koil wrote his own implementation of it, and assuming he's entering, which I think he is, you can see it in action there. |
I used simplified pathfinding for snowballs because I didn't want to create an actual snowball object (obj or mob or snowball). I'd calculate the path until it bumps something, and then use missile.
As for snowflakes, they were unique in my game in that players would constantly avoid 'bad' snowflakes, which would act together to freeze (another aspect of my game) certain players (kinda like how the ghosts' AI works in pacman). There were also 'good' snowflakes which players needed to acquire to create certain types of snowballs, and those would try to avoid being catched. It was quite impressive, visually, but the game just couldn't handle it. |