Insanity Games V.A2.3.11.5 [Audio/GUI support!]
Posted: Mon Nov 25, 2013 12:37 pm
Righto then!
[Having trouble using the game? : Read further below on "Using this Demo"]
Ive been meddling on this project for a long while now and decided that its in a good condition to get feedback and advice on it!
The project is fairly extensive and is designed with network-play and modular like systems.
What Is Insanity Games?
Insanity Games is a (currently) multiplayer game comprising of (planned) 2 gamemodes.
It is based on games such as DOTA; LOL and HON-
YET it is not a MOBA so to speak, but rather based on the idea of player characters competing in an arena of sorts.
The basis of Insanity Games is the 'bomb strapped to your chest' and 'Every one wants you dead'
Gamemode 1: The Bomb Strapped To Your Chest.
Each player spawns in a random or predefined location on the arena, and each has a figurative bomb strapped to them.
This bomb is timer based, and once it hits 0 the player permanently dies for that round!
Each kill you make earns you some time onto your timer, so you last longer!
BUT each time you are killed you respawn with the same amount of time left before death AND a little of that time lost!
You have 4 abilities or a plethora of weapons(To-Be-Decided) available to you, each having its own unique effect!
-Imagine a mana-burn that converts enemy mana to time!
The round is won by the last player to be alive after all perma deaths.
Gamemode 2: The Insane Game Of TAG!
Each player spawns in a circle around the centre of the arena (Think HUNGER-GAMES)
A random player is chosen to be 'IT'.
While IT a player constantly gains points each second,
When the player that is IT is killed, whom ever dealt the killing blow becomes IT, the player whom died is permanently dead until new round.
BUT if a not-IT player kills a not-IT player, BOTH not-IT players DIE permanently!
AND the player whom is IT gains more points for killing other players! (To-Be-Decided)
There are a plethora of weapons available to all sprawled across the arena!
-
Note that the actual gameplay ofthe game is not anywhere worked on, only the core components needed to create the gamemodes are developed at this stage and there are still some further systems I wish to implement before i truly consider starting the default gamemodes,
BUT remember that I am developing this to be focused towards customization by users to allow for a rich, diverse gameplay.
Now about the modular design of the game!
The Asset Module :
The games foundation,core, what-have-you is designed in a modular fashion, nearly everything is mod-capable by users!
The assetModule will automatically register any assets once pointed to a folder!
Other features of the assetModule are :
-Should an asset 'type' (say entity, map, bullet etc) not exist in its database-of-assets it will automatically register the type and continue!
-Assets are supported by the network! A base function/method exists in assets which allows users to explicitly state what information is accessible client-side!
-Assets are instance-based! Infact, all 'assets' are an instance (or extention if you will) of the Base_Object asset!
Currently the default base assets and asset-types provided are :
-WEP - the weapon asset!
-Entity - basic objects that allow for love.physics use!
--Clients automatically detect entities and renders them.
-ATOM - the bullet atom! (i refer to bullets as atoms in game)
--ATOMs instance Entity as bullets are physical entities with special characteristics of their own.
-MAP - a special Entity-like asset-type that allows for maps to be made, well the outer walls so far
The asset system is easily extendable provided that you simply ALLWAYS extend Base_Object or anything with Base_Object as its root-parent.
Other Features of the Modular Systems :
Events :
Events are simply a single table containing a series of tables with strings as its keys.
To users creating events and hooking into them are fairly easy!
-The event system automatically detects if an unregistered event is fired - it will print a warning to the server!
A series of predefined events are already present for your play!
(More on those later)
-
Features not yet Added/Planned :
SoundModule - Handle 3D/2D sounds client-side, aswell as allow server-sided assistance of sounds the client does not have.
VisualModule - Handle the drawing of images and animations client-side. Server-side assistance -such as uploading missing images to clients.
FileSystemSynch - Servers automatically provide missing files to clients, based on client-side preferences.
EnhancedNetwork - Servers are account based, providing unlocks and saves to clients, aswell as the support of across-server shared accounts.
There are many more things planned, yet what i currently have is possibly the best I've achieved yet!
More detailed documentation - on how assets/events/network/etc are WIP and will be provided shortly, Expect this post to be a prelim to the documentation.
Using this Demo
Currently the game BY HARDCODE connects to localhost.
-Run the game using LOVE2D as per normal, then once all modules are loaded, press "]" to create a server Instance,
-To create a client instance press "[" - NOTE you can run both server/client on same love2d instance, BUT allways run the SERVER first.
-On the server press "p" to toggle simulation on/off
-[BROKEN] On client press "o" to toggle rendering on/off
Current BUGS
1. For some reason creating enough bullets in game can cause the client rendering to freeze until the bullets disappear - I am unsure as to the cause, ANY help is GREATLY appreciated regarding this bug. (IF you wish to help, but want more info please do ask)
2. Toggle of client Rendering is not working - minor issue/not important.
If you notice any bugs please report, thanks in advance.
Change-log now provided as of A2.3.10.
Download : Current Latest Version : VA2.3.11.5
https://www.dropbox.com/sh/ahqi2jsui3twwhp/3H_1iDsd0I
[Having trouble using the game? : Read further below on "Using this Demo"]
Ive been meddling on this project for a long while now and decided that its in a good condition to get feedback and advice on it!
The project is fairly extensive and is designed with network-play and modular like systems.
What Is Insanity Games?
Insanity Games is a (currently) multiplayer game comprising of (planned) 2 gamemodes.
It is based on games such as DOTA; LOL and HON-
YET it is not a MOBA so to speak, but rather based on the idea of player characters competing in an arena of sorts.
The basis of Insanity Games is the 'bomb strapped to your chest' and 'Every one wants you dead'
Gamemode 1: The Bomb Strapped To Your Chest.
Each player spawns in a random or predefined location on the arena, and each has a figurative bomb strapped to them.
This bomb is timer based, and once it hits 0 the player permanently dies for that round!
Each kill you make earns you some time onto your timer, so you last longer!
BUT each time you are killed you respawn with the same amount of time left before death AND a little of that time lost!
You have 4 abilities or a plethora of weapons(To-Be-Decided) available to you, each having its own unique effect!
-Imagine a mana-burn that converts enemy mana to time!
The round is won by the last player to be alive after all perma deaths.
Gamemode 2: The Insane Game Of TAG!
Each player spawns in a circle around the centre of the arena (Think HUNGER-GAMES)
A random player is chosen to be 'IT'.
While IT a player constantly gains points each second,
When the player that is IT is killed, whom ever dealt the killing blow becomes IT, the player whom died is permanently dead until new round.
BUT if a not-IT player kills a not-IT player, BOTH not-IT players DIE permanently!
AND the player whom is IT gains more points for killing other players! (To-Be-Decided)
There are a plethora of weapons available to all sprawled across the arena!
-
Note that the actual gameplay ofthe game is not anywhere worked on, only the core components needed to create the gamemodes are developed at this stage and there are still some further systems I wish to implement before i truly consider starting the default gamemodes,
BUT remember that I am developing this to be focused towards customization by users to allow for a rich, diverse gameplay.
Now about the modular design of the game!
The Asset Module :
The games foundation,core, what-have-you is designed in a modular fashion, nearly everything is mod-capable by users!
The assetModule will automatically register any assets once pointed to a folder!
Other features of the assetModule are :
-Should an asset 'type' (say entity, map, bullet etc) not exist in its database-of-assets it will automatically register the type and continue!
-Assets are supported by the network! A base function/method exists in assets which allows users to explicitly state what information is accessible client-side!
-Assets are instance-based! Infact, all 'assets' are an instance (or extention if you will) of the Base_Object asset!
Currently the default base assets and asset-types provided are :
-WEP - the weapon asset!
-Entity - basic objects that allow for love.physics use!
--Clients automatically detect entities and renders them.
-ATOM - the bullet atom! (i refer to bullets as atoms in game)
--ATOMs instance Entity as bullets are physical entities with special characteristics of their own.
-MAP - a special Entity-like asset-type that allows for maps to be made, well the outer walls so far
The asset system is easily extendable provided that you simply ALLWAYS extend Base_Object or anything with Base_Object as its root-parent.
Other Features of the Modular Systems :
Events :
Events are simply a single table containing a series of tables with strings as its keys.
To users creating events and hooking into them are fairly easy!
-The event system automatically detects if an unregistered event is fired - it will print a warning to the server!
A series of predefined events are already present for your play!
(More on those later)
-
Features not yet Added/Planned :
SoundModule - Handle 3D/2D sounds client-side, aswell as allow server-sided assistance of sounds the client does not have.
VisualModule - Handle the drawing of images and animations client-side. Server-side assistance -such as uploading missing images to clients.
FileSystemSynch - Servers automatically provide missing files to clients, based on client-side preferences.
EnhancedNetwork - Servers are account based, providing unlocks and saves to clients, aswell as the support of across-server shared accounts.
There are many more things planned, yet what i currently have is possibly the best I've achieved yet!
More detailed documentation - on how assets/events/network/etc are WIP and will be provided shortly, Expect this post to be a prelim to the documentation.
Using this Demo
Currently the game BY HARDCODE connects to localhost.
-Run the game using LOVE2D as per normal, then once all modules are loaded, press "]" to create a server Instance,
-To create a client instance press "[" - NOTE you can run both server/client on same love2d instance, BUT allways run the SERVER first.
-On the server press "p" to toggle simulation on/off
-[BROKEN] On client press "o" to toggle rendering on/off
Current BUGS
1. For some reason creating enough bullets in game can cause the client rendering to freeze until the bullets disappear - I am unsure as to the cause, ANY help is GREATLY appreciated regarding this bug. (IF you wish to help, but want more info please do ask)
2. Toggle of client Rendering is not working - minor issue/not important.
If you notice any bugs please report, thanks in advance.
Change-log now provided as of A2.3.10.
Download : Current Latest Version : VA2.3.11.5
https://www.dropbox.com/sh/ahqi2jsui3twwhp/3H_1iDsd0I