User:BlueMaxima/Scripted Mission Ideas
From Worms Knowledge Base
Welcome to (at least, for the first few seconds) my page for dribbling down some silly ideas for this thing called 'scripted missions'. BlueMaxima
Contents
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)
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.
Capture the Flag: To be used in conjunction with 'World Destruction Tour', most Worms players should know what this means
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
Very Important Worm: If a worm is killed on the enemy team, the mission is won
Crate Collector: If a crate on the land is collected, the mission is one
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.
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 play of a mission.
Low Gravity: Take a guess :)
Double Damage: Guess
Mine Storm: Mines fall from the sky, affected by wind until they hit the ground.
Crate Storm: See above
Short-Sighted: You can't see objects (Worms) or map details (this should be determinable by the map maker) that are not in line of sight, or within a certain distance. Combining this with the Sneaky Sneaky mission parameter could make for awesome missions :)
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
- Event: The event that is executed during the turn
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 |
Time Trial time: Sets the time for the Time Trial parameter
Environmental details
Allow specific destruction in certain areas, say, a specific island is indestructable
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
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