1) yes i know. That is why i am doing this boring part of engine and dokument API.
2) default gamę would be full features both to use as a mod template and play IT. Also IT would be only one supported directly by me. So its not limited demo to just allow some play. IT would be too used ti advertised projekt itself.
I dont mind thanks stuff it may goes to modders. The more mods the more users and genaral bigger audience.
3)i am preparing github priject account with API description and samoles.
4) anything related to people own mod i dont mind to accept requests on periodic Basis. Its seperate folder So IT will not ruin core.
Anything related to API. Well if IT will not ruin anything i am open to any pull requests. I have no rules that "this is not projekt design So i will not merge IT".
So if you whant to mąkę mod like mikromachines + weapons then few features will be required.
My only concern is that people would start to create forks to have its own engine version and this will ruin initial concept of one open core and n mods under one github projekt.
Capital Authority - moddable tactical top down shooter
Re: Capital Authority - moddable tactical top down shooter
hi,
Small update regarding scoring system.
Victory
Every single game in CA is the same:
Game modes
There is no such concept as game mode in CA. Instead there are score items which are used to score points. They can be freely used to create scenario even that one player can have flags and other checkpoints to earn score. Every item can have either 100 points or even 1000 points once completed by player.
Small update regarding scoring system.
Victory
Every single game in CA is the same:
- player starts with eg 100$ to buy ships for
- first player or team to score eg 1000 points wins the game
- battle takes eg 15 minutes, after that player with highests score wins
Game modes
There is no such concept as game mode in CA. Instead there are score items which are used to score points. They can be freely used to create scenario even that one player can have flags and other checkpoints to earn score. Every item can have either 100 points or even 1000 points once completed by player.
- flag, capturable enemy item and bring it to your own base to score points
- bomb, capturable neutral item and bring it to enemy base to score points
- treasure, capturable neutral item and bring it to your own base to score points
- crown, capturable neutral item that scores for owner team every second once in hand of player
- checkpoint, neutral item that scores on first collision for every player seperatly
- milestone, neutral item that scores on first collision with first player only (only for best player)
- peremiter, your own item that scores on first collision only with your enemies
- goal, your own item that scores on first collision only with you
- domination, neutral item once captured gives score to owner every few seconds
- mine, neutral object that automatically generate coins of score every second
- crystal, neutral object that automatically generate coins when damage is dealt to it
- bounty, neutral moving ship that scores to player who destroy it first
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