Difference between revisions of "User:CyberShadow/Assorted ideas"

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

Latest revision as of 08:24, 22 December 2020

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