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[palito-dev] new ideas brainstorm
From: |
zed |
Subject: |
[palito-dev] new ideas brainstorm |
Date: |
Fri, 17 Jan 2003 12:12:59 -0200 |
ideas commented last week about what the
rewrite of palito should address in near future.
it need to be sorted out and priorized.
race
multiple races for improved fun
and unified race to fair multiplayer matchs
(insects, mechanized, ?, ?, <all-in-one>)
sight/radar
sensors at any wavelength and range
distinguish close/long range detect target
class of just position
jamming is possible on every wavelength
(fog cancels vision, radio noise -> radar)
landscape blocking may be different for each wavelength
(forrest, rock, coulds/mist, whatever)
directional sight? (scope - far, but small fov)
there would be a tatical map (tab to show it)
it must have better representations of the groups
and all "military intelligence" information
communication
a communication network must be stablished
to the commander in order to the activities
be seen on the map.
the farther from the commander the greater the lag
if out of the composite communication range
the unit disapears and cant receive orders
or report what it sees or rear. (unities on
this condition must trust its predefined order/state)
directional comunication?
techlevel
lowertech level constructors will be able
to help build higher? (maybe, at least one
high tech must stay in place, the originator)
techlevels may involve a very high level where
there should be robots carring nukes, of bombers
that drop nukes, nuke artillery, etc.
high techlevels may improve lowtech stuff
to extreme levels, like, when the radio jamming
gets unbearable, a unity that can shout
orders (sound wave) .. to overcome hightech struggle.
or planes that flight very low to avoid radars
get caught on line of sight by unities patrolling,
and this unities communicates by radio to the HQ.
network
commands are sent to server
(it decides what actually ommands take place)
server send do player only what they see
(parhaps using relative ids)
map
heightmap
multi-level/two-level/three-level heightmap
(forrest over ground, mist over rock, water over sand)
different attributes for the ground
(softness: mud, sand; resistance/metal: rock, forrest;
energy: moving water, forrest, windy fields(?))
maybe terrain transformation
(explosions dig a whole and spread the
matter around, some rearrangment/errosion
effect maybe implemented later)
AI and unit learning
adaptative h/v aming (maybe depending on
the experience with the enemy)
adaptative movement tatics
(straight or cuvaceous, taking in
account the ground type)
curiosity (exploratory or minimalist)
maybe DNA crossover when groups meet
(exchange experiences, became veteran)
groups act as a group (simplify path-finding,
keep formation, maybe a group leader; or click
on a member of the group select the group,
doubleclick select the individual)
resources
define priorities of a unity to use resources
(resources are: metal, energy, memory, processing power,
bandwidth. both in-game and on computer. processing power
for path-finding; bandwidth for communication (?!))
local unit decision about what and when it sh
ould use the resources
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