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MMO Asteroids

seb.ly

51–60 of 86 posts

Re: MMO Asteroids

#51

Earlier quoted context omitted.

I do want to build a real one. However, I was going to build in command lag as part of the game. Weapons would be player "aimed," but they would be beam weapons that would activate if there were a weapons "lock" and if the ship were pointed in the right direction. There would also be missiles and area effect weapons. The point is to design a game based on dodging and positional tactics.

> The point is to design a game based on dodging and positional tactics. Sounds familiar... http://en.wikipedia.org/wiki/Spacewar ! PS: If you could do the awesome phosphor glow of the oscilloscope that the PDP used for a display; It'd make your game even more awesome.

Sounds familiar...(Spacewar)

I'm old enough to have played the Arcade Cabinet version of this game as a kid. Not exactly what I'm talking about, but perhaps an inspiration.

PS: If you could do the awesome phosphor glow of the oscilloscope that the PDP used for a display; It'd make your game even more awesome.

I'll keep that in mind.

Re: MMO Asteroids

#52
post #48

Fun fact: if you're in chrome, enter ctrl+shift+j. When javascript console enters you can play with it. Try entering player.energy = 100000 :)

This was one the of things that I worked on to avoid, when building Pixza (pixza.com) a HTML4/5+JS+Erlang MMO game. I wrote a script to obfuscate all the JS object and member names to random strings before deploying the code.

Very interesting. I guess this is always a risk when writing javascript. good mitigation though.

Re: MMO Asteroids

#55

Earlier quoted context omitted.

> The point is to design a game based on dodging and positional tactics. Sounds familiar... http://en.wikipedia.org/wiki/Spacewar ! PS: If you could do the awesome phosphor glow of the oscilloscope that the PDP used for a display; It'd make your game even more awesome.

Sounds familiar...(Spacewar) I'm old enough to have played the Arcade Cabinet version of this game as a kid. Not exactly what I'm talking about, but perhaps an inspiration. PS: If you could do the awesome phosphor glow of the oscilloscope that the PDP used for a display; It'd make your game even more awesome. I'll keep that in mind.

>I'm old enough to have played the Arcade Cabinet version of this game as a kid. Not exactly what I'm talking about, but perhaps an inspiration.

I knew it wasn't exactly what you were talking about, but the general concept is similar. I like to think of it as an improved iteration.

>I'll keep that in mind.

If you're not sure what it looks like:

http://www.youtube.com/watch?v=7bzWnaH-0sg

Though for the sake of modern players eyes, pretend that the flickering never happened. (;

(More footage showing a full round: http://www.youtube.com/watch?v=MvGzAvNLcew)

EDIT: Considering what you've said in other comments. Maybe the best way to implement this would be a skin that players can buy as an upgrade?

Re: MMO Asteroids

#57
post #12

Hmm, favorite strategy: zoom ahead full speed with a spammed bullet stream in front of you. After wrapping around enough times your bullet stream (and probably you) are going to nail someone. As you get better you can adjust your course a little to hit more, or hunt down people after that who are critically damaged by the bullet stream. :) Fun, all in all, and an awesome tech demo. For finished games, there's already…

Thanks for posting this. I am at work on an Asteroids-movement style MMO mashup with Elite. There will be "weapons lock" but there will be aiming and positioning as well, so dodging will be key.

Players will be able to design their own ships, which will have performance determined by their shape, and placement of components within. (So, the more wedge-shaped your ship is, the more armor value it has for shots from the front, but the slower it can turn because its structure is less robust. Also, the longer your laser-tube is, the better range it has, etc.) This will happen in a procedurally generated universe containing in excess of 2^128 worlds.

I'm doing this as a study in emergence in games. I want to implement an MMO where mindless "keyboard macro" grinding is totally absent. Wherever possible, we will replace a boring grinding mechanic with something akin to optimizing or micromanaging in an RTS or 4X. What's more, the optimizing/managing mechanics will actually be emergent themselves, building on the ability to write scripts for almost everything in game. (These will run on the server, so the user can license their scripts to other players for in-game money.)

Re: MMO Asteroids

#60

Hah! Great fun. I've found the strategy for long-term survival is simply to stay in the spawning point, spin, and fire as many rounds as possible. I suspect this is because the damage you take for hitting another ship's shields is set high enough that the probability of taking bullet damage is roughly constant whether moving or staying in place, while the probability of taking damage while moving is much higher than…

If these were humans, a standing-still ship would attract more aggression as an easy target, but bots don't seem to care about that, so it should be good option for maximizing kills/deaths. However, it takes a long time to kill anyone without active movement – hunting down near-dead ships is the best way to get best kills/minute. (and by hunting down i mean crashing into them of course, as well as point-blank fire).
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