Snowball Fights.
Snowball Fights.
Well, last night it started snowing here in the UK, which is quite unusual, but i was outside having a smoke, when a magnificent idea befell me...
Snowballs.
In Overgrowth.
and a snowball minigame.
sure, i know its farfetch'd but imagine if you could throw a snowball at someone and they get confused, or you could hide in the snow maybe... idk, but please consider it guys, i think it would be truly immense..
Snowballs.
In Overgrowth.
and a snowball minigame.
sure, i know its farfetch'd but imagine if you could throw a snowball at someone and they get confused, or you could hide in the snow maybe... idk, but please consider it guys, i think it would be truly immense..
Re: Snowball Fights.
Custom animation (make a snowball) instead of (change weapon), + throwing animation, + custom model of a snowball... Very easy to mod. Making snowcastles would be harder. Hmm. Finite amount of snow -> finite resources, moving around -> snow trampled and wasted, the two main resources (snow and time) divided between building your castle, and having enough snowballs. Hmmm....
Re: Snowball Fights.
umm... wha?
Re: Snowball Fights.
What Endoperez wanted to say:
Endoperez wrote:That's a great idea. Let's see if we can mod it in.
...
It's only one weapon model and changing two animations... too easy...
Oh, ... snow castles!!!!!
Re: Snowball Fights.
What tokage said. It should be easy (too easy) to mod this in, once the basic gameplay exists... so I started wondering how it could be made more interesting.Razura wrote:umm... wha?
Re: Snowball Fights.
^^ yay.
Re: Snowball Fights.
Awesome idea! Non lethal, not even injurious... there'd be some great opportunities for really funny inpact animations-- snowball face hits, down the back of a shirt, slipping and landing on your ass, rolling a snowman type ball down a hill at someone. A certain amount of snow could stick to your fur, too.
One limiter for ammo is it takes a few seconds of animation to make the snowball, so it's a good opportunity to piff your friend in the head while he's occupied.
This would be so fun in multiplayer!
One limiter for ammo is it takes a few seconds of animation to make the snowball, so it's a good opportunity to piff your friend in the head while he's occupied.
This would be so fun in multiplayer!
Re: Snowball Fights.
Sounds awesome!
could be used like online training if nothing else..
could be used like online training if nothing else..
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Re: Snowball Fights.
Maybe in a mod with 2 snow castles, and snow weaponry (ballistas, catapults etc)
Re: Snowball Fights.
Some sort of capture the flag with snowballs could work out nicely, too. With big snow forts for each team.
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Re: Snowball Fights.
you guys only think of the fighting part, we also need a build mode in some sort of warmup time, where you can build up a snowcastle!!
Re: Snowball Fights.
warmup time is multiplayer editor with blocks that can only be placed on ground o_0
Re: Snowball Fights.
I'll have to make a game next year (probably with Unity), and a snow fight game doesn't sound too bad.
Possible basic ruleset:
1) Moving around in snowy areas increases amount of collected snow, max 5 snow at once. Area which has been unoccupied for a while becomes snowy again. Having to move around collecting snow means that castles can run out of ammo, and helps prevent camping.
2) If you have snow, you can throw a snowball. 1 thrown snowball decreases amount of carried snow by 0.5, and there's a warm-up needed to get a snowball ready (like changing weapons in FPS games). Having a snowball readied prevents you from collecting snow.
3) 1 unit of carried snow can be used to make 3 snowballs on the ground. This still takes only about a second. Throwing a snowball from a ground is faster than making them on the fly. Anyone can use these snowballs, and you can only take one with you if you have to retreat.
4) 5 units of snow can be used to create a section of snow wall on the ground. Two wall-blocks piled on top of each other grant good cover for a single person. Making a wall takes ~5 seconds or something. If interrupted, the snow isn't wasted but there's no cover until the building is complete.
5) Walls can be destroyed, which makes some surrounding areas "snowy", but results in net loss. Destroying a wall takes time and makes noise/causes an alert (kids sapping mah castle!).
6) Being hit by a snowball makes you lose 1 unit of snow. If you've lost all snow and are still under fire, you move slower, are unable to build or destroy walls, and might be further penalized somehow. You can always make a snowball when under fire, even without snow (you throw back the balls thrown at you), but this takes longer.
7) Victory condition would have to force the teams out of their castles if it looks like well-prepared defenders have too big of an advantage.
I think only two of the necessary scripts would be very challenging:
1) script for handling where there is fresh snow, when it's been collected and when it's been refreshed again
2) Making walls (making a cube, setting up-axis scale to 0.1 and increasing it to 1 as snow is added? would it allow making snow-men?) and destroying them.
Feel free to use ideas from here in any Overgrowth mods, whenever the scripting tools allow for such a conversion. Left 4 Dead mod where four brave kids stave off (rather small and weak) hordes of zombies would also be hilarious. Oh no, the tank is destroying the outer wall! Tommy, do we have any more fuel for the snow-blower?!
Possible basic ruleset:
1) Moving around in snowy areas increases amount of collected snow, max 5 snow at once. Area which has been unoccupied for a while becomes snowy again. Having to move around collecting snow means that castles can run out of ammo, and helps prevent camping.
2) If you have snow, you can throw a snowball. 1 thrown snowball decreases amount of carried snow by 0.5, and there's a warm-up needed to get a snowball ready (like changing weapons in FPS games). Having a snowball readied prevents you from collecting snow.
3) 1 unit of carried snow can be used to make 3 snowballs on the ground. This still takes only about a second. Throwing a snowball from a ground is faster than making them on the fly. Anyone can use these snowballs, and you can only take one with you if you have to retreat.
4) 5 units of snow can be used to create a section of snow wall on the ground. Two wall-blocks piled on top of each other grant good cover for a single person. Making a wall takes ~5 seconds or something. If interrupted, the snow isn't wasted but there's no cover until the building is complete.
5) Walls can be destroyed, which makes some surrounding areas "snowy", but results in net loss. Destroying a wall takes time and makes noise/causes an alert (kids sapping mah castle!).
6) Being hit by a snowball makes you lose 1 unit of snow. If you've lost all snow and are still under fire, you move slower, are unable to build or destroy walls, and might be further penalized somehow. You can always make a snowball when under fire, even without snow (you throw back the balls thrown at you), but this takes longer.
7) Victory condition would have to force the teams out of their castles if it looks like well-prepared defenders have too big of an advantage.
I think only two of the necessary scripts would be very challenging:
1) script for handling where there is fresh snow, when it's been collected and when it's been refreshed again
2) Making walls (making a cube, setting up-axis scale to 0.1 and increasing it to 1 as snow is added? would it allow making snow-men?) and destroying them.
Feel free to use ideas from here in any Overgrowth mods, whenever the scripting tools allow for such a conversion. Left 4 Dead mod where four brave kids stave off (rather small and weak) hordes of zombies would also be hilarious. Oh no, the tank is destroying the outer wall! Tommy, do we have any more fuel for the snow-blower?!
Re: Snowball Fights.
There will, of course, have to be hot cocoa.
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Re: Snowball Fights.
What about yellow snow? lol