Half a croissant, on a plate, with a sign in front of it saying '50c'
h a l f b a k e r y
Invented by someone French.

idea: add, search, annotate, link, view, overview, recent, by name, random

meta: news, help, about, links, report a problem

account: browse anonymously, or get an account and write.

user:
pass:
register,


               

Constantly Changing Terrain

In-game terrain changes in real time
  (+4)
(+4)
  [vote for,
against]

In this game, the terrain morphs constantly around you in a random fashion while buildings, obstructions, etc. appear and disappear in different random locations. The advantage gained by learning a static map would be negated when playing this map which would allow for a fairer first person shooter experience. A possible way to implement this would be to allow the map to change in areas which are uninhabited for a period of time.
pppporkins, Oct 26 2010


Please log in.
If you're not logged in, you can see what this page looks like, but you will not be able to add anything.



Annotation:







       Not sure if preventing players from improving by learning would make the game popular, but an attractive idea for its own, aesthetic sake. [+] for that, and for reminding me of "The Men Return," a classic Jack Vance story which confronts its protagonist with a similarly irrational landscape.
mouseposture, Oct 26 2010
  

       "Time Fighters". A game wherin time passes extremely quickly, but only to the player; so as they run around, natural causes make mountains form, rivers meander, and continents drift visibly.
DrWorm, Oct 27 2010
  

       I like the idea of generating a 'new' map for all the players in a multi-player FPS - there is a distinct advantage in 'learning the map' and a more general playing style might be encouraged if everything was new, to everyone at the beginning of each game.   

       The tricky part comes in where you have to automatically generate a map while ensuring it has interesting and non-biased qualities. That being said, war isn't fair, so why should an FPS be?   

       Having a map that morphs in real-time during play would be a bit weird, I'm not sure how you'd be able to explain that away.
zen_tom, Oct 27 2010
  

       //how you'd be able to explain that away// The first two annos are answers to that question.
mouseposture, Oct 27 2010
  

       //not sure how you'd be able to explain that away//

Why should you need to explain, z_t? It's a game. So the rules are whatever the game designer says they are.
DrBob, Oct 27 2010
  

       I meant explain, in terms of situating it and the rules that model its behaviour within some kind of self-consistent narrative.   

       Having a narrative underpinning the rules, can help imbue otherwise dry logical statements with a sense of depth and context. Imagine a description of the rules of that oldest of computer games, Lander, without having a physical analogue/narrative to help describe the formulation of those rules. It would just be a bunch of maths.   

       "Welcome to Lander, ensure the value of V stays below a limit of X at the point where Y = 0 and V=MA. Where A = -9.8, Y starts at 100 and M = 100 before F =< 0. You start with 100F. Use applications of A++5 to avoid L-1 but remember each application decrements F by 5! You have 3 L. Extra L at 10000P!"   

       Such a game would have to be set within a world/environment in which this unusual behaviour was normal - and that's fine, it just poses some limitations on what narratives you can adopt.
zen_tom, Oct 27 2010
  

       //Such a game would have to be set within a world/environment in which this unusual behaviour was normal //   

       This could work out very well, in a game with a fantasy setting instead of sci-fi. You would expect the terrain of Fairyland to change, right? [+]
gisho, Oct 27 2010
  


 

back: main index

business  computer  culture  fashion  food  halfbakery  home  other  product  public  science  sport  vehicle