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Author Topic: Games  (Read 21182 times)

Nosliw

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Re: Games
« Reply #30 on: January 10, 2013, 04:45:56 AM »
You should be able to use /game on your own lot if I'm not mistaken :3
That will be the idea, however we are currently adding new games, and developing others, we don't want to give out access to the command if it can be abused, for example to spawn items.


@Nos Yes that's right.
Awsome, when I get the time I'll look into it ^^
  • Nosliw
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I'm here to help.. With the following exception:



@EventHandler(priority = EventPriority.LOW)
public void onPlayerJoin(PlayerJoinEvent event) {
    Player player = event.getPlayer();
    if (player.getName().equals("SGT_ADZ") {
        player.kickPlayer("Yeah... Nah!");
        return;
    }
}

Nosliw

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Re: Games
« Reply #31 on: January 21, 2013, 04:24:08 AM »
Updated the Domination game with changes to balance.

  • Warriors take more damage from arrows, not less.
  • Archers arrows deal less damage.
  • Engineers cannot place traps with enemies nearby.
  • Engineers cannot place traps next to each other.
  • Nosliw
    Nosliw
    Nosliw
I'm here to help.. With the following exception:



@EventHandler(priority = EventPriority.LOW)
public void onPlayerJoin(PlayerJoinEvent event) {
    Player player = event.getPlayer();
    if (player.getName().equals("SGT_ADZ") {
        player.kickPlayer("Yeah... Nah!");
        return;
    }
}

aiden cool6

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Re: Games
« Reply #32 on: February 02, 2013, 01:56:09 AM »
I thought we did have a hunger games server
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RickTheRuler

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Re: Games
« Reply #33 on: February 02, 2013, 02:30:13 PM »
I thought we did have a hunger games server


Nope.
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Nosliw

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Re: Games
« Reply #34 on: February 16, 2013, 06:59:16 PM »
Ok, just fixed a couple of bugs, and re-added the damage animation, also, here is a video that shows some basic gameplay and provides a little bit of information on the game (for those who don't want to read the tutorial) :)


  • Nosliw
    Nosliw
    Nosliw
I'm here to help.. With the following exception:



@EventHandler(priority = EventPriority.LOW)
public void onPlayerJoin(PlayerJoinEvent event) {
    Player player = event.getPlayer();
    if (player.getName().equals("SGT_ADZ") {
        player.kickPlayer("Yeah... Nah!");
        return;
    }
}

l_iamW

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Re: Games
« Reply #35 on: February 17, 2013, 02:43:07 AM »
I didnt see that the video could be played in HD so I was watching it in 240p *facepalm*
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Nosliw

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Re: Games
« Reply #36 on: February 17, 2013, 07:36:02 AM »
I didnt see that the video could be played in HD so I was watching it in 240p *facepalm*
HaHaHa, I always turn up the quality before watching a Youtube video, that way I can full screen on my TV :P
The only exception is when the internet is doing crazy things..
  • Nosliw
    Nosliw
    Nosliw
I'm here to help.. With the following exception:



@EventHandler(priority = EventPriority.LOW)
public void onPlayerJoin(PlayerJoinEvent event) {
    Player player = event.getPlayer();
    if (player.getName().equals("SGT_ADZ") {
        player.kickPlayer("Yeah... Nah!");
        return;
    }
}

Johncrazboy

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Re: Games
« Reply #37 on: February 18, 2013, 01:55:21 PM »
Nos, I heard something about auto ghast survival, can you explain?
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...

luetzj

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Re: Games
« Reply #38 on: February 18, 2013, 02:27:21 PM »
Nos, I heard something about auto ghast survival, can you explain?

Aye, that was in the changelog.

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Nosliw

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Re: Games
« Reply #39 on: February 18, 2013, 04:55:29 PM »
Nos, I heard something about auto ghast survival, can you explain?
Ghast Survival is not exactly the same as the one that admins have previously hosted. Instead, Ghasts spawn in waves, and the amount that spawn depend on the difficulty selected, Easy, Medium or Hard. You are given a set amount of materials that include a bow, some arrows and some food, when you die, you are out of the game, the winner is the one who has the highest score when the game ends. That is a basic overview of what I know, but I haven't looked into it much, so a tutorial will be posted later. :)
  • Nosliw
    Nosliw
    Nosliw
I'm here to help.. With the following exception:



@EventHandler(priority = EventPriority.LOW)
public void onPlayerJoin(PlayerJoinEvent event) {
    Player player = event.getPlayer();
    if (player.getName().equals("SGT_ADZ") {
        player.kickPlayer("Yeah... Nah!");
        return;
    }
}

Nosliw

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Re: Games
« Reply #40 on: March 04, 2013, 05:46:09 AM »
Updated the thread with new Domination changes. However the new system makes it much easier for new classes to be made and used in other games. If you would like to design your own class and have it implemented, then fill out the details below:

Quote
Customisable Information
  • Name - This should sum up your class in one or two words.
  • Primary Weapon - This is highly customisable, so get it right!
    • Item Type - This is what the weapon looks like, it could be anything such as an apple, it doesn't matter, the damage is customise later, so make the item best show what the weapon does, if it has any special powers.
    • Item Attack Damage Rating - This isn't the amount of hearts done, this is the level of damage the weapon deals (see fomula below).
    • Post Attack Effect - Something that happens after the damage stage of an attack, such as set enemy on fire, or give the attacker health. They could (if you want) also work on allies, such as give the ally a boost or bonus. A weapon can have multiple effects and could have different uses for allies and enemies.
  • Secondary Weapon/Tool - This is highly customisable too, so get it right!
    • Item Type - This is what the weapon/tool looks like, make sure it sums up its purpose well.
    • Activation Effect - This is what happens when you 'use' the tool, it doesn't have to be when you hit someone, things such as shoot arrow.
    • Item Attack Damage Rating - This isn't the amount of hearts done, this is the level of damage the weapon deals (see fomula below).
    • Post Attack Effect - Something that happens after the damage stage of an attack, such as set enemy on fire, or give the attacker health. They could (if you want) also work on allies, such as give the ally a boost or bonus. A weapon can have multiple effects and could have different uses for allies and enemies.
  • Consumable - Little accessories for this class (little customisation here)!
    • Item Type - This would be something like arrows, ender pearls or potions.
    • Starting Amount - How many do you start with when spawn?
    • Increament Amount - How many do you get per restock? (see formula below)
    • Max Amount - How many is the maximum amount you can hold at one time?
  • Bonus Item - The 'special effect' for this class!
    • Item Type - This could be anything, pick the most appropriate.
    • Item Effect - The main bulk, what does this item do when used? Anything from personal boosts to affecting nearby enemies or allies!
    • Starting Amount - How many do you start with when spawn?
    • Increament Amount - How many do you get per restock? (see formula below)
    • Max Amount - How many is the maximum amount you can hold at one time?
    • Cooldown Time - How often can you use this?/li]
  • Defences - This is the defence value per item, for example:
    • Golden Swords - 20 (immune to golden swords)
    • Arrows - 0 (weak to arrows)
    • Default/Everything else - 2 (normal-ish)

Extra Information
The class you design is for all class-based games, so it can't have an effect such as 'teleport to the nearest flag' because not all games have flags, however something such as 'teleport home' or 'teleport to key location' might work! It is highly important to keep these classes generic, so effects that effect allies or yourself will work best!

Weapon damage has changed! It no longer works on basic hearts, so here is the formula:
damage = attack - (defence * blocking)
  • Damage = Damage dealth, so 1 damage = 1 heart, 2 damage = 1 heart, 5 damage = 2.5 hearts.
  • Attack = The damage the attacker does with that weapon, specified above.
  • Defence = The defence value of that class against the attackers weapon, specified above.
  • Blocking = If defender is blocking then 2, otherwise 1.

The next piece of information to consider is the restoking system, every 30 seconds, you get X amount of bonus items/consumables based on this:
X = flagsOwned * Increament Amount
  • Nosliw
    Nosliw
    Nosliw
I'm here to help.. With the following exception:



@EventHandler(priority = EventPriority.LOW)
public void onPlayerJoin(PlayerJoinEvent event) {
    Player player = event.getPlayer();
    if (player.getName().equals("SGT_ADZ") {
        player.kickPlayer("Yeah... Nah!");
        return;
    }
}

StarScythe7

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Re: Games
« Reply #41 on: March 04, 2013, 07:43:44 PM »
  • Name - Hunter.
  • Primary Weapon -
    • Item Type - Stone Sword.
    • Item Attack Damage Rating - Same as Ninja's Stone Sword +2 Damage (+1 Heart)
    • Post Attack Effect - None
  • Secondary Weapon/Tool -
    • Item Type - Bow.
    • Activation Effect - None
    • Item Attack Damage Rating - Same as Archer
    • Post Attack Effect - None.
  • Consumable -
    • Item Type - Arrows.
    • Starting Amount - 20
    • Increament Amount - 10
    • Max Amount - 64
  • Bonus Item -
    • Item Type - None
    • Starting Amount - N/A
    • Increament Amount - N/A
    • Max Amount - N/A
    • Cooldown Time - N/A
  • Defences - This is the defence value per item, for example:
    • Same as Ninja


I guess you could say this class would be kind of like a combination of Warrior and Archer, the trade off though is that you really don't get any special effects.
« Last Edit: March 04, 2013, 07:46:21 PM by StarScythe7 »
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Nosliw

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Re: Games
« Reply #42 on: March 06, 2013, 05:53:33 AM »
This sounds like an archer that gains a more powerful sword rather than speed boost, although I am not sure what the defense stats are for Ninja compared to archer at this time. Although I will say it saddens me that it has no special ability, those are the most fun ;)

Could I get some other peoples opinions on it? I think it seems like a generic or default & non-specialist class, however I would lower the damage on the bow a little bit to balance it somewhat.
  • Nosliw
    Nosliw
    Nosliw
I'm here to help.. With the following exception:



@EventHandler(priority = EventPriority.LOW)
public void onPlayerJoin(PlayerJoinEvent event) {
    Player player = event.getPlayer();
    if (player.getName().equals("SGT_ADZ") {
        player.kickPlayer("Yeah... Nah!");
        return;
    }
}

Nosliw

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Re: Games
« Reply #43 on: April 17, 2013, 06:19:34 AM »
Updated, added the new Fortress Defrence game (Next Update)

  • Basic RPG/Team Survival Game
  • You need to build up a base and defend from monsters.
  • When you die, you BECOME a monster!
  • More details within main post!
  • Nosliw
    Nosliw
    Nosliw
I'm here to help.. With the following exception:



@EventHandler(priority = EventPriority.LOW)
public void onPlayerJoin(PlayerJoinEvent event) {
    Player player = event.getPlayer();
    if (player.getName().equals("SGT_ADZ") {
        player.kickPlayer("Yeah... Nah!");
        return;
    }
}

l_iamW

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Re: Games
« Reply #44 on: April 17, 2013, 07:15:43 AM »
As a tester for the Fortress games I can confirm it is very fun and being mobs is very fun. But you should really make it so we can see us as mobs when using F5. Oh and if you chose to be a skeleton sneak (SHIFT Key) it is so funny!!!
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