Jump to content

Indomitus

Creator
  • Content Count

    722
  • Joined

  • Last visited

Posts posted by Indomitus


  1. I've got a functional test for the game up and running (or at least, it works fine in local single-player; multiplayer features still need to be tested).  With my schedule, I doubt I'd be able to sync up with anybody to try it out before this weekend.

    • Teams start off randomized, but as even as possible.  If there's an odd number, the "Crew" team will get the extra player.
    • Specific rooms and parts of the ship are "claimed" for a team by flipping a lever (the full version would have something more sophisticated).  Points add up over time, and some locations are worth a little more than others.  The player gets credit for those points, as well as the team.  You can't claim a location that's already controlled by your team, just to get the points.
    • Player points are per team.  If you earn points as Crew, but then become a Mutineer, your Crew points don't go with you.  But if you change back, that score will still be there.
    • Players can also earn points (for themselves and their team) by stealing from the other team.  Mutineers steal weapons from the Armory, and Crew steal treasure from the Treasure Hold.
    • Each team has a stronghold room, that the other team can't enter.  In that room, they can heal (manually, at a cost of points) and turn in their stolen items for points.
    • The damage system is customized.  Players do not take actual damage from falling or being hit.  Instead, a hit from another another player costs one hit point and a fall will cost hit points based on what the actual damage would have been (divided by 40, if I recall correctly).  Players start with 5 points.
    • You can regain hit points in your team's stronghold, with bandages supplied there.  1 bandage = add 1 hit point = cost 5 points for player and team.
    • If your hit points go to 0, you are teleported depending on how the last point was lost.  If it was from a fall, you're teleported to your team's stronghold.  If it was from an attack, you are sent to the attacker's team's jail.  This will happen even if they are on your team, and you can be accidentally captured by "friendly fire."  After teleporting, you will have 1 hit point and any stolen item you're carrying will be gone.
    • Anybody can release prisoners from either jail, as long as they're not on the inside of it.  And you can't just release one prisoner.  It's all or none.
    • If you're captured by your own team, it will increase your chance of being asked to change teams, by 10%.  It will also increase by 10% for each minute you spend sitting in jail (either jail).  You'll only get the question if you're in a jail.  It checks the odds once per minute, and will stop asking if you agree to change.  The % chance will only decrease if you agree to change.  I might add code to increase the chance per hit from a teammate.
    • The game ends after 20 minutes, or if everyone on one side is captured (in either jail).  If the timer runs out, the team with more points wins.  If someone drops out of the game, it will do a "JailRoster" check just in case they were the last one for their team.
    • You can see your points and both teams' points, but not the points of other individual players.  And nobody can see how many are on each team until the very end.
    • The player on the winning team with the highest points becomes the new Captain.  You're competing against the other team, and also against your own teammates at the same time.

    The rough layout kind of mimics a ship, but right now it's just a big box with the different rooms and locations.  It should be enough for a quick test.  A full version would get much more attention to detail.

    Edit for a quick extra comment:

    I have it set to be Mobile-compatible, and it should allow cross-platform play if I have the settings correct.

     


  2. 5 hours ago, Igor Q. said:

    Right, but I want to be able to reference the object being added.

    For example, every time an object that is added to that storage, I want to set the values (for that object) to have X variable, Y variable and Z variable.

    It's similar to how we have player roles now with auto equipping items.

    STORAGE OWNER.  It triggers every time something is added.  This means that specific entity or logic will be available to reference right from the creation of that instance of the Storage.  It's basically a template of itself, and the scripts run in each separate instance on whatever you attach them to, not in the original.

    • Like 1

  3. You can use the ON CREATE event for the storage.  I just tested with an Entity Storage, and it triggered once for every item I added it to.

    (I set up an event listener to watch for animals being spawned, and add the storage to each one.  In On Create I had it output a simple message each time.  I dropped a cube into the scenario, and started adding animals.)


  4. Over the weekend I started putting together a rough version of it, just to test the concept.  (It's the scenario where I encountered the bug with changing roles, and I decided to use a different method to track player teams.)

    The main challenge I think is going to be to build it in a way that can preserve the mystery of who is on which team as much as possible, while still letting them achieve team goals and get points.  For locations that are captured, there needs to be a way to tell who controls it.  At the same time, a player should be able to capture it without anyone knowing it was them, if they want to be sneaky.  I'm building the rough version with enclosed rooms, and flags inside to show which team controls it.  The only exceptions would be the Helm and the Crow's Nest, which won't be enclosed.  They might be worth more points, but more risk of being seen (and risk of falling from the Crow's Nest).

    And I'm thinking of adding a few conditions where a player can change teams, such as captured by the other team but then staying there for a long time before rescue.  Maybe later in the game, it could be a direct offer instead of capture?  I don't want it to be something the player can trigger directly, though.

     

    edit...

    I'm curious about the other game mode you have in mind.  The concept would work for a few different ideas, like the TTT game mode in Gmod.


  5. I wasn't sure whether to put this one in the general or editor bugs section, but I encountered it in the Editor, so here it is.

    In my scenario, I have 2 player roles.  While testing, I fell (jumped; I was testing something) from a high point and died from the fall.  I was offered the option to change roles.  I decided to try it and see what happened.

    This is what I respawned to see:

    Ylands_191214_211508.thumb.png.44285f4544f66f9dc64499155500bcf5.png

    It was a little gruesome watching my own ragdoll corpse thrash around due to the collision with the stone on top of it.

     

    Aside from reporting the bug, I also have a request:  Remove "Change Role" as an automatic option on player death.  Let us set an option when we create the scenario, or better yet, just let us build it if we want it, since we have Custom UI to do it.  It's bugged and could easily break a game design.  Just take it out.

     

    output_log.txt

    output_log_clean.txt

    • Upvote 1

  6. Yeah I want to see it get made, too.  That's why I'm opening it up to the community.  I have a bad habit of leaving games incomplete.  This one sounds like too much fun to leave it to that fate.

    I guess this is just becoming a brainstorming thread for me, though.

    I realized, since each action that earns points can be traced to a specific player, the game can track individual points as well as team points.  It could even be tracked for the player per team if they've changed sides at any point.  When the game ends, the player with the highest points could be "MVP" or something like that (or "Captain").  That could motivate individual players to actively participate in the various objectives.  Following the theme, the individual score could be labeled "your share of the treasure" or something like that.

    Game setup could be that the Captain is missing, and the remaining crew are fighting for control.  Highest scoring player on the winning team becomes the new Captain at the end of the game.


  7. Just to add a few more random thoughts...

    - the Crew have to defend the Armory.  The Mutineers have to defend the treasure in the hold.  Each team gets points for stealing from the other team's room.  This gives them specific objectives that can reveal which team they are on, and help drive the rest of the game.

    - each team would have a "stronghold" room, near to what they have to defend and their team's holding cell (jail).  Only members of that team can enter the room (use logic for that).  Their jail and armory/treasure room would be outside of it (so the other team can steal or release prisoners).  They have to enter it to gain the points for anything they've stolen from the other team.

    - there could be specific parts of the ship that a team can claim control of, such as a map room or the helm, and the team gains points for the amount of time those parts are held by their team.  this would help drive direct confrontation between them.


  8. i got an idea for a game, and I want to open it up for anyone else's ideas or possible collaboration.  (Or even someone else taking the idea and developing it, because let's be honest: I already have a bunch of incomplete games in my scenarios folder.)

    The game (the way I imagine it) would be pirate themed, and would be called "Mutiny."  The players would be separated on two teams: Crew and Mutineers.  But here's the twist:  When the game starts, you only know YOUR team, and don't know which team anybody else is on.  They would start evenly split, but a mystery to everyone.  There would not be any color-coding to reveal it.

    The two teams would have some kind of objectives, such as stealing treasure or defending something.  I'm not really sure about that part.  You would have the ability to capture players on the other team.  Actually, you would be able to attack or capture anybody, and if you do that to someone on your team, they could (randomly) be offered the option to switch teams without anyone else knowing.  The game ends when one team (or whatever is left of it) is entirely captured.

    My preference is for the PVP aspect to be "soft" meaning you're not killing the other players.  The weapons would be nerfed, and there would be a custom hit counter that would "knock out" a player when they're hit a certain number of times.

    Since it's themed around pirates, the play area would be modeled after a ship, with a deck (and rails you can jump over into the water) and probably a couple levels below the deck.  This would be bigger than a Ylands ship, by the way.  There would be a jail for each side, and the ability to release prisoners (by anybody except the prisoners themselves).  There could be a treasure room and an armory.  If a player jumps into the water, maybe they're knocked out for a short time then they spawn back on the deck of the ship?  Or they have a few seconds to get to a ladder?

    My thoughts on it so far are pretty random, but it sounds to me like it could make a fun game.

    • Like 1

  9. Considering the abuses we see in regular online play, I think you're underestimating the ways that would be abused.

    The people who are on this forum are a small and relatively mature part of the overall player base, especially now that the game is a full release and is free to play.  The two are not really comparable.


  10. We have a lot of different options when it comes to the in-game chat.  One option that's missing is for games to enable chat that only other players assigned to the same Player Team can see.  This would be really handy if the game mode involves some strategy and planning.


  11. 7 minutes ago, bojo2736 said:

    You can only repair it if it is yours. As in, it spawns in your inventory. That's why you have to delete your character.  You can't just pick up random barriers and have them work for you. 

    Incorrect.  I've done testing with giving players additional barriers in some MP Explore map scripts I was building.  When they repair a broken barrier, the new repaired barrier entity DOES spawn into their inventory, and it's assigned to them when that happens.  The broken barrier will always be unassigned until it's repaired, no matter who handles it.  The repaired PB will belong to the player who repairs it.  I'm not speculating; I've done it just prior to the 1.0 release.

    To be clear, we're talking about broken barriers that are spawned in using script, not the ones the players start with.

    • Like 1

  12. If you're going to add the generator in the editor, it's probably best to add it as a broken generator, then repair it.  In a local SP game, any new "blank" PB will simply assign to the player that picks it up.  In an online MP game, however, they don't assign when picked up.  The only way to force it to assign in MP is for that player to repair it from a broken generator.

    • Upvote 1

  13. 1 hour ago, megatarre said:

    All I want to do is Create a explore map with the 7 islands then Add 3 more islands far away with lots of resource for me and my friends.

    Someone should mention that once the Editor has generated the map, you currently can't add new islands and can't extend existing islands past the water line.  You can add resources by painting them onto the existing islands, though.


  14. 31 minutes ago, Igor Q. said:

    You will first need to make a variable that adds every player to the game

    Use a Player Role (use only one so they are all listed together).  It's an array, and you don't have to write any code to add players to it.  You can also use an Entity Label that you add when they Spawn or Connect, but the Player Role manages itself which really helps code stay simple.  No special code is needed in case a player leaves the game.

    You will still need to use a loop to set each player's immunity.

    You can use Player Team if you want, but if you have more than one team, then you will need more than one loop.

     

    Ylands_191208_181454.thumb.png.43c8f6cca5fdbb0a8b241e2609d980e8.png

     

    Ylands_191208_181528.png.ab95c164c77ba235e416140e1f1a7ba2.png

     

    Ylands_191208_181330.png.aa77ae0c73c6db80257801f4ea5f83a8.png

     

    This last piece of code would be triggered by the timer, or lever, or whatever way you are deciding to start the action.

     


  15. 30 minutes ago, Dead8Eye said:

    is it now the end of development for ylands? :o 

    No.  They still have a lot of things planned, including better water simulation and the return of the sharks.  (that sounds like a movie)

    Speaking of sharks, there was mention of an exclusive pet for the early access players.  How do we claim our special flying friend?

    • Like 1

  16. Not to mention that even without the trolls, if one player needs to make arrows, they're consumed 10x faster.  I had a rough time with that, just playing on my own.

    For sticks, a happy medium could be to make the trees interactable again, but only a limited number of times per day.

     

    I think we've solidly established that even though the new explore maps can be fun for solo or small groups, the situation with resources is not really viable for larger public servers.  I really think we need an alternate form of explore map, specifically for the public servers.

    • Like 1
×