Re:Infinite procedurally-generated city with the Wave Functi...
by Mtinie on Tuesday November 13, 2018 @02:54PM
(#18444291)
Are the combatants channelled into the same area? If not you end up with a game of “needle in the (forever growing) haystack”.
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Re:Infinite procedurally-generated city with the Wave Functi...
by samfriedman on Tuesday November 13, 2018 @03:04PM
(#18444383)
Careful design of the "tiles" and some restriction to the play area could go a long way to make a "fun" map that is still hugely random.
Re:Infinite procedurally-generated city with the Wave Functi...
by praptak on Tuesday November 13, 2018 @03:59PM
(#18444847)
You could throw in some magnets there, like a flag whose position is known and has to be captured before the other team does it.
Re:Infinite procedurally-generated city with the Wave Functi...
by gmueckl on Tuesday November 13, 2018 @04:19PM
(#18445008)
Doesn't have to be a stationart target. Just mark the position of the leader in a deathmatch scoreboard on the map and tge problem solves itself while the game can keep moving over the map.
Re:Infinite procedurally-generated city with the Wave Functi...
by pavel_lishin on Tuesday November 13, 2018 @03:00PM
(#18444341)
It would have to work somewhat like PUBG - people caught outside a given area slowly start to bleed health. (Or for bonus fun, are catapulted towards the center of the current combat area.)