1 (edited by Hooker 2009-01-18 18:25:06)

Topic: [Suggestion] Gravity/Watertiles

Ok,

I wanted to make a map which is inspired by Bioshock. You play the whole game in the water and it has a scary atmosphere.

I thought about making a tee swim. How? Change the gravity smile. No this is bad, the weapons would be just like in the air and it wouldn't be logical when you could walk on the ground like on the moon, lawl.

My idea is, adding tiles for water. Entering those tiles changes the gravity and the way weapons behave.

I don't know if this is easy to make. But this would be a great step making teeworlds diversified and [edit] more [/edit] fun. Unfortunately you would have to make a new tileset like a beach. I think there's no tileset which could fit to water.

Bring forward your arguments and tell me, what you think. I want a big discussion.

Hooker

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http://www.teeworlds.com/forum/viewtopic.php?pid=39896

2

Re: [Suggestion] Gravity/Watertiles

Afaik physics are controlled by gamecore.cpp and when changed also needs an edited client. In short: Players would need another Client just to play maps with water.

Correct me if this is wrong.

bam: WARNING:'src/game/server/gamemodes/mod.cpp' comes from the future

3 (edited by WTF! a CooKie!? 2009-01-18 18:34:22)

Re: [Suggestion] Gravity/Watertiles

Oh u mean like when u walk on the beach u have the normal speed and when u walk from the beach to the water it will slow ur body and ur gun !

Thats a freaking awesome idea but it will be hard to code? i think so,

Hooker my ask can i make a map for this ? Please i have a freaking awesome idea big_smile


Edit ;

+1

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4 (edited by Magnet 2009-01-18 19:00:14)

Re: [Suggestion] Gravity/Watertiles

Hooker wrote:

Ok,

I wanted to make a map which is inspired by Bioshock. You play the whole game in the water and it has a scary atmosphere.

I thought about making a tee swim. How? Change the gravity smile. No this is bad, the weapons would be just like in the air and it wouldn't be logical when you could walk on the ground like on the moon, lawl.

My idea is, adding tiles for water. Entering those tiles changes the gravity and the way weapons behave.

I don't know if this is easy to make. But this would be a great step making teeworlds diversified and [edit] more [/edit] fun. Unfortunately you would have to make a new tileset like a beach. I think there's no tileset which could fit to water.

Bring forward your arguments and tell me, what you think. I want a big discussion.

Hooker

I think this is a good idea to add liquid support to the game (maybe other types like oil, etc), and I think tees would die after remaining too long underwater. They also should be able to swim using double jumps.

That would be fun and add new gameplay elements. Now from what I understand I don't think that will happen anytime soon (0.7 maybe wink).

Currently with maps where there is water, either those are death tiles (illogical) or they are normal transparent tiles (weird).

5

Re: [Suggestion] Gravity/Watertiles

Why is it illogical? Who said Tees could swim? tongue
Killing them instantly is much more human than letting them drown. xD

bam: WARNING:'src/game/server/gamemodes/mod.cpp' comes from the future

6

Re: [Suggestion] Gravity/Watertiles

Just don't do it.

We will meet again when the flowers spread their glorious scent of victory and the birds sing us the melody of justice...

7

Re: [Suggestion] Gravity/Watertiles

shmafoozius wrote:

Why is it illogical? Who said Tees could swim? tongue
Killing them instantly is much more human than letting them drown. xD

Who said Tee's are human? tongue

By the way, torch, what do you mean? You don't want any watertiles? Any arguments?

Hooker's collection of the most Tee-ish skins!
http://www.teeworlds.com/forum/viewtopic.php?pid=39896

8

Re: [Suggestion] Gravity/Watertiles

shmafoozius wrote:

Why is it illogical? Who said Tees could swim? tongue
Killing them instantly is much more human than letting them drown. xD

There's a difference between not being able to swim and sublimating when touching water.

9 (edited by Hooker 2009-01-18 20:36:06)

Re: [Suggestion] Gravity/Watertiles

Captain AMN wrote:
Hooker wrote:

Who said Tee's are human? tongue

You totally got that, yup. :S
..

I think it's too early to come up with such ideas. This thread will die before the devs will have the opportunity to implement this. Just let teeworlds develop until it reaches a certain level which requires such input like here.

There are gazillion ideas for teeworlds to implement which could enrichen the fun and variety, but because of that great potential it is very easy for the devs to come up with ideas of their own. They are game makers ffs, no coding bots. They are creative already.

0.6 already is in unforseeable future, somewhere in 2009 i guess though. This idea is just too far away to ever be implemented in the next time, it's really not even worth thinking of it at this moment.

I'm very happy with 0.5.X already smile

Yeah, I'm happy with 0.5.0, too. There are just some bugs have to be fixed.

But I really have no idea what you could implent into the next version. My idea was adding more interactivity between Tees and the Teeworld.
Water and scripted maps are my biggests requests.

No need for new weapons.

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http://www.teeworlds.com/forum/viewtopic.php?pid=39896

10

Re: [Suggestion] Gravity/Watertiles

Only good in small amounts. because the way i imagine it, you will get smoked by grenades and bullets if you aare slowed down. Maybe if there was a lake, you could swing from platform to platform or double jump b/c when you make a good level, you have to have everything able to navigae without the hook. If you want to make a swimming level. Make sure you can hook your way around so you can dodge bullets or else this would be really unfair (pull yourself toward a wall )

11

Re: [Suggestion] Gravity/Watertiles

shmafoozius wrote:

Afaik physics are controlled by gamecore.cpp and when changed also needs an edited client. In short: Players would need another Client just to play maps with water.

Correct me if this is wrong.

Sorry i haven't read all the topic, but that you have said is true, but you can control physics by another way wink.
(character.cpp -> tick() )

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12

Re: [Suggestion] Gravity/Watertiles

Remember Teeworlds is opensource, and with the right knowledge about programming languages, you can make this happen.

13

Re: [Suggestion] Gravity/Watertiles

ive got an idea for make this:
we must add the whater tiles, so if you touch this tile the gravity will change if you touch again a normal tile the gravity will be normal. but there is one problem, the gravity must only change for person who touched the tile.

what do you think?

14

Re: [Suggestion] Gravity/Watertiles

Bobynator wrote:

ive got an idea for make this:
we must add the whater tiles, so if you touch this tile the gravity will change if you touch again a normal tile the gravity will be normal. but there is one problem, the gravity must only change for person who touched the tile.

what do you think?

Thats the idea off Hooker -.0

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15

Re: [Suggestion] Gravity/Watertiles

As someone already said, this needs editing the client. I think shmafoozius said this.

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16

Re: [Suggestion] Gravity/Watertiles

"Hooker" i made a map for this idea it cud be used without ur idea to:


iCTF_Bioshock

Or try:

http://www.teeworlds.com/forum/viewtopic.php?id=3187

Thanks for ur freaking awesome idea big_smile

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17

Re: [Suggestion] Gravity/Watertiles

WTF! a CooKie!? wrote:

"Hooker" i made a map for this idea it cud be used without ur idea to:


iCTF_Bioshock

Or try:

http://www.teeworlds.com/forum/viewtopic.php?id=3187

Thanks for ur freaking awesome idea big_smile

Phantasie is endless. You don't have to say "Thank You" for this wink

Your map is nice, but improvements would be:
- The entry of the left side has only 1 tunnel. That's way too easy to defend ^^
- The water looks a bit... flat tongue There are some nicer tiles out there, try'em. smile

Hooker's collection of the most Tee-ish skins!
http://www.teeworlds.com/forum/viewtopic.php?pid=39896

18

Re: [Suggestion] Gravity/Watertiles

Hooker wrote:
WTF! a CooKie!? wrote:

"Hooker" i made a map for this idea it cud be used without ur idea to:


iCTF_Bioshock

Or try:

http://www.teeworlds.com/forum/viewtopic.php?id=3187

Thanks for ur freaking awesome idea big_smile

Phantasie is endless. You don't have to say "Thank You" for this wink

Your map is nice, but improvements would be:
- The entry of the left side has only 1 tunnel. That's way too easy to defend ^^
- The water looks a bit... flat tongue There are some nicer tiles out there, try'em. smile

Thanks for ur comment ^^
Butt its my first big map so i dont know realy how to make a gameplay.

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19

Re: [Suggestion] Gravity/Watertiles

Maybe you should have a look on the Blumentopf Gravitation Chaos Server, running gravCTF mod. It is using position based gravity, even for projectiles (grenade shots), no special client is required.

20

Re: [Suggestion] Gravity/Watertiles

inherited wrote:

Maybe you should have a look on the Blumentopf Gravitation Chaos Server, running gravCTF mod. It is using position based gravity, even for projectiles (grenade shots), no special client is required.

Oh, I saw this kind of servers like one-hundred times. wink

Listen: I want to make a map with landscape AND water, but I don't want to tune the weapons or the gravity, nooo. This would destroy the gameplay and this wouldn't be logical when you are not in the water.

So my suggestion is to get some tiles which simulate water.

Oh and btw, if this will ever happen, try to make the fights/movement under water not too slow.

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http://www.teeworlds.com/forum/viewtopic.php?pid=39896

21

Re: [Suggestion] Gravity/Watertiles

Well that shouldn't be a big deal then. You could calculate the velocity change based on the gamelayer. if it's clear, use normal gravity, if it's some of your own gamelayer-ids, simulate water by adding less velocity and less friction.

22

Re: [Suggestion] Gravity/Watertiles

i think triangel entites are uselfuller because there are so many triangel tiles and when you make a triange entites make it so that you slide down!!!!!!!!

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23

Re: [Suggestion] Gravity/Watertiles

inherited wrote:

Well that shouldn't be a big deal then. You could calculate the velocity change based on the gamelayer. if it's clear, use normal gravity, if it's some of your own gamelayer-ids, simulate water by adding less velocity and less friction.

Not a big deal? Are you sure?
And what about weapons and special effects, like bubbles or slowly fliying projectiles?

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24 (edited by Franchan 2009-04-14 22:21:19)

Re: [Suggestion] Gravity/Watertiles

animation/tweaking?

25

Re: [Suggestion] Gravity/Watertiles

of course everything render related requires a customized client, but the game logic itself is easy