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− | Random ideas that came up over the years, and finer points of the broader items above.
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− | === Options ===
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− | * Customizable background detail levels
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− | * Move instant replays from a scheme option to a game option, since it only works offline anyway?
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− | * Team favourite colour (honoured by hosts on a first-come, first-serve basis)
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− | * Allow customizing the six team colours (for people with colour deficiency, or who [http://tim32.org/~muzer/t17-archive/forum.team17.com/archive/index.php/t-41656.html don't like certain colours]).
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− |
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− | === Interface ===
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− | * Specific screens:
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− | ** Join "lobby":
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− | *** Add easily-accessible Scheme Comparator
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− | **** Compares the scheme chosen by the host against all locally-available schemes, and displays the name of the closest-matching scheme, with an asterisk appended if there's any difference (e.g. "Hysteria *")
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− | **** If requested by the user, shows a list of all the differences between the host's scheme and the closest-matching scheme (e.g. "Low gravity ammo: 0 -> 1")
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− | ***** How shall the diff display be triggered? Upon mouse hover over the scheme name? Upon clicking the scheme name? In the scheme viewer?
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− | ** In-game:
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− | *** Pressing Escape pops up a menu and shows the mouse cursor, however it is not locked to the Escape dialog.
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− | **** With the mouse cursor unlocked, mousing over a worm brings its name/HP bubble to the front. (solves [http://feedback.worms2d.info/forums/5998-worms-armageddon/suggestions/145758-bring-to-top-worms-names this idea])
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− | === Game logic ===
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− | * Maps:
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− | ** Wrapped maps?
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− | ** Auto-expand map size? (Allow placing girders outside map boundaries)
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− | *** Infinite cavern?
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− | ** Store map as a collection of chunks instead of a single solid object. This allows:
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− | *** Loading maps of different sizes (dynamic resizing)
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− | *** On-the-fly "extension" of maps (building girders in open space, or digging in any direction for infinite cavern maps)
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− | *** Efficient in-memory representation of large maps with a lot of blank space
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− | * Fog-of-war mode (map is hidden until within line-of-sight of controlled worm)
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− | === Network ===
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− | * Peer-to-peer
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− | ** Measure pings and construct routes dynamically?
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− | * Don't artificially limit the maximum number of players and teams
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− | * Asset sharing
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− | ** Support sharing:
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− | *** Colour maps (as presently)
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− | *** Scheme/script assets
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− | *** Soundbanks/fanfares
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− | *** Terrain textures
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− | ** Caching
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− | ** Bandwidth usage:
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− | *** Normal (load maps, soundbanks, route data)
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− | *** Low bandwidth mode (load maps, but not soundbanks, and do not route data unless required to keep the game running)
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− | *** Minimal bandwidth mode (do not load colour channel of maps, only the B&W outline)
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− | * Unify front end (lobby) and in-game protocol
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− | ** Map editor: (also see [[#Map editor|separate section]] for feature list)
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− | *** Integrated with game logic (editing tools accessible just like weapons from a separate palette)
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− | *** Maps should be sent as collision mask first, with progressive colour layer following
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− | **** Colour data for loaded maps should not be stored in the message stream, but rather stored as an object reference
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− | * Real-time support
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− | ** Turn-based games follow current W:A behaviour - current player is a few seconds (or whatever the latency is) ahead of other players, but other players would still be able to send certain messages "from the past"
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− | ** Real-time games are synced simultaneously
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− | ** Sync is achieved by "rewinding" the game engine and reapplying new input if it is received "in the past"
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− | * Desynchronization errors don't disconnect players, but rather just cause them to surrender
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− | === Multiplayer ===
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− | * Sudden Death should be activatable by host or by popular vote, similarly to how it's available in the offline Esc menu. Can be used to hurry up games if e.g. a player realizes they need to leave shortly.
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− |
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− | === Map editor ===
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− | * Support basic colour editing tools (MS-Paint-ish)
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− | * Support clipboard operations
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− | * Ability to flip maps horizontally and vertically
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− | * Ability to generate maps based on a string (as with other Worms games)
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− | * Ability to select a random map from the SavedLevels folder (or a sub-folder)
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− | * "Plug-in" code model for landscape generators and texturizers
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− | ** Add map generation for common schemes, e.g. RR (see [[MapGEN]])
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− | * Draw on the landscape (monochrome) level, see live texturized map?
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− | * Layers? (parallax foreground, destructible land, indestructible land, destroyed land background, parallax background)
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− | * Worm starting points?
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− | * Allow pre-placing hazard objects (mines/barrels)?
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− | * Crate drop zone probabilities?
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− | * Allow manually specifying water colour and the background gradient
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− |
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− | === Gameplay ===
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− | * Per-scheme features:
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− | ** Rule enforcement as scheme options (see [[4/Scheme options]])
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− | ** Roper:
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− | *** Trick detection? (like [http://wormtube.worms2d.info/65/the_movie_of_earth_fire_air_and_water here])
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− | * Scribble feature (allow people to scribble on the viewport, even not during their turn; superimposed on the map, but not limited to being inside the map)
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− | ** Team Scribble to discuss private strategy
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− | ** Global Scribble to be shown to all people present in the game
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− | ** Spectators? (same problem as with spectator team chat)
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− | ** Private Scribble? (player-to-player, like a /msg — would there ever be a reason people would want this?)
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− | ** Option to toggle visibility of scribble, in case it is abused or becomes distracting
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− |
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− | === Replays ===
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− | * Replays are stored internally as broken into message streams / metadata / maps
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− | * Replay viewer has a seek bar (similar to video players), with turn starts marked on it
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− | * Allow resuming a game from replay file?
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− | ** Allow hosting a game from current moment in the replay viewer? ([http://feedback.worms2d.info/forums/5998-worms-armageddon/suggestions/85993-start-a-game-from-a-position-of-replay idea])
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− | ** Also allow resuming from in-between matches? ([http://feedback.worms2d.info/forums/5998-worms-armageddon/suggestions/282153-implement-the-ability-to-save-and-continue-matches idea])
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− | * Replay library interface
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− | ** Replays will be stored in object database, but exportable to self-contained files
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− | ** Search chat
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− | ** Search by certain parameters
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− | * Bookmark system (wkReplayShark replacement and more)
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− | ** Bookmarks should be exportable, and show up on the seek bar
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− | === WormNET ===
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− | * Each player has their own unique username and profile
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− | * Channels structure:
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− | ** #Sandbox for all scheme options unlocked
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− | *** All other channels have the advanced scheme options locked (teststuff-like, scripting, etc.) to prevent overcustomization explosion
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− | ** Separate roping and non-roping schemes into two channels:
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− | *** #TotalWormage - using unlimited ropes is forbidden (Replaces old #PartyTime. Best name idea so far despite its similarity to [[Full Wormage]].)
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− | *** #RopersHeaven - using unlimited ropes is forced
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− | ** Ranked channels with enforced settings for popular schemes
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− | * Ranking system is TBD
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− | * Return of flaming health bars (possibly some more ''tasteful'' team customization)
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− | * Snooper support? (allow connecting with an IRC client for limited interactivity)
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− | * Use a reputation system to penalize misbehaving players (quitters, griefers, etc.)?
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− | ** [[4/Reputation]]
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− | * Use public-key cryptography for security:
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− | ** People joining the game must provide a server-signed join token, which proves that WormNET registered that they joined the game
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− | ** Each player has their own public and private key
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− | ** Replays and messages are signed using the player's private key
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− | ** Private messages are encrypted using the recipient's public key
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− | * Nick list:
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− | ** Show clan logo instead of flag if present, but show flag on mouse-over?
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− | ** Color nicks by status (online, in-game, away, busy(?), snooper)
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− | == Single Player / Campaign ==
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− | * More CPU levels, which can use more weapons
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− | * Community-made missions?
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− | * Secret "Platinum" medal for trainings (no reward)
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− | * "Elite 🟉" Deathmatch rank (no effect other than to acknowledge that the player beat the Deathmatch "Elite" challenge)
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− | == External links ==
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− | * [http://wormsng.com/ W:A 4.0 progress]
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− | * [http://feedback.worms2d.info/ W:A feedback site]
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