User:BlueMaxima/Scripted Mission Ideas

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Welcome to (at least, for the first few seconds) my page for dribbling down some silly ideas for this thing called 'scripted missions'. All names are temporary (shush OutofOrder) - BlueMaxima

Functions the editor should be able to perform

  • Basic map editing, with the ability to import PNGs.
  • Placing objects (Worm spawns, mines, special effect beacons, crates, I could go on).
  • Teams screen, allowing the maximum normal amount of teams and worms to be individually customised in health, gravity, invulnerability to certain forms of damage or poisoning, etc.
  • Scheme editing for all teams and/or individual Worms (to cause an effect like the Specialist Wormpot).
  • Briefing/Win/Lose message editors.
  • Editors like the WWP editor that allows a timeline to be made in the mission, turn by turn. More details below in the Timeline section.
  • Allow single maps to be saved or entire campaigns, preferably in one file.
  • 'Unlock' conditions (connected directly to the last point; finish missions to unlock the next mission along the way, or special switches to allow 'bonus' missions to be unlocked, say, winning under 3 turns). This system could be altered to allow branching custom campaigns.

Systems to be added in Worms Armageddon

  • A highscore board for missions, both custom and official - turns taken, time taken, damage taken, etc. Could be linked online with some work.

Scenarios

Scenarios could be simple, premade missions for tutorials or examples to be presented inside W:A for beginner players. They could be used as examples as how far the mission editor could be taken.

Scenario Description
Capture the Flag Grab a flag from an enemy's base by any means necessary and return it to yours.
Demolition To be used in conjunction with 'World Destruction Tour'. Destroy a part of the world to cause a victory or loss.
Juggernaut One enemy worm is 2x as big as normal worms and has 400 health, your worms are normal-sized and 100 health.
Survival Enemy worms appear in an indestructible and unreachable place until your worms are smoking graves.

Win conditions

Win condition Description
Very Important Worm If a specific worm is killed on the enemy team, the mission is won
Crate Collector If a crate on the land is collected, the mission is won
World Destruction Tour If some land is destroyed, the mission is won (can be used in CTF missions, as seen above)

Mission parameters

Seperate parameters that could be used to fail missions when used, seperate from other functions.

Mission parameter Parameter description
Dope on a Rope Only Ninja Ropes allowed
Drop from a Rope Weapons can only be dropped from ropes
Very Important Worm One (or many) worms could be selected to be unkillable without failing the mission.
Time Trial Only a certain amount of time is given to finish missions.
Turn Trial Only a certain amount of turns is given to finish missions.
Sneaky Sneaky Coming within a certain distance (on the ground, not on ropes or jetpacks to be fair) or within line-of-sight of an enemy fails the mission.
World Destruction Tour If some land is destroyed, the mission is failed (can be used in CTF missions, as seen above).

Mission modifiers

Change certain parts of a mission to modify the gameplay of a mission.

Modifier Description
Low Gravity Take a guess. :)
Double Damage Take a guess. :)
Mine Storm Mines fall from the sky, affected by wind until they hit the ground.
Crate Storm Same as above.
Short-Sighted You can't see objects (worms, mines) or map details (either/or should be determinable by the map maker) that are not in line of sight or a certain distance.
Light the Way An extension of Short-Sighted, the entire map is dark and torches need to be lit to light the way, or fires need to burn to give off light. Explosions do give off light, but only for an instant.

Timelines

A mission timeline should be a turn-by-turn list of events that should be executed, like in the Worms World Party missions.

The format should be, in the editor at least:

  • Turn/Switch: The turn the event should be executed on, or the event that occurs
    • Event: The event that is executed during the turn
      • Event parameters: The options of individual events

Several events should be available for the editor:

Timeline event Event options Event descriptions
Time Trial time Time (in seconds) Time left until Time Trial parameter fails mission
Turn Trial turns Turns (in turns) Turns left until Turn Trial parameter fails mission
Message Message text Displays a message in the top middle of the screen.
Spawn Worm Worm to spawn, Worm health, Worm position Spawns a worm on the battlefield
Spawn Mine Mine position, mine fuse Spawns a mine on the battlefield
Spawn Crate Crate position, crate type, crate weapon/utility, if this crate wins or loses the game if collected Spawns a crate on the battlefield

(Add more if they come to mind or if I've missed anything - BlueMaxima)

Environmental details

  • Allow specific destruction in certain areas, say, a specific island is indestructable, or some land cannot be used with a Ninja Rope.
  • When a worm is in specific distance of a piece of land, play an animation or cause an event (say, a rocket launching or a mine detonating). Distance could be in pixels, -1 being 'touching'.
  • When a worm is within a specific distance of an object or land, cause some form of effect on the worm (for example, approaching a fuel drum could cause the worm to be poisoned). Same distance formula as above.

Multiplayer missions

  • If multiplayer missions would be included, both competitive and cooperative missions could be included.
  • Missions that require two players could have one player substituted by AI; however the AI may not know some "gentlemen's rules".
  • Real-time cooperative or competitive missions could be made, however the network quality of the internet may cause problems with this.

Mission sharing

  • Missions could be shareable over the internet; maybe an in-game interface that could interface with WMDB or possibly an out-of-WA client.
  • Missions should be one file for easy sharing.
  • Mission parameters should be saved into replays so they can be decompiled from them, similar to schemes and maps.
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