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 Post #1
 1st December 2009 Last edited by Ha3; 2nd May 2010 at 08:32PM..
Ha3's Avatar
January 2007
408 Posts


What's this ?

GarryWare Two gameplay is based on WarioWare's. Except that unlike those Nintendo games, it takes place in a multiplayer environment, where any player can influence the others.

GarryWare works like that :

1 - A minigame starts, and every player see a message (Ex : Break a chair ! ).
2 - It's a free for all, every player will try to do it (break a chair) in the next 8 seconds.
3 - When time is out, players who completed it scores.
4 - 2 seconds later, another minigame starts (see 1)

Yeah, it's a bit hard to get it, but you should watch the video then, or, well, play it !

So it's a non-combat gamemode. No one have to kill another player. There is no spectator mode if you lose. You just have fun with, no rest allowed for 8 minutes. Within those 8 minutes, you'll have time to play though a list of 35 minigames.

List of all minigames : http://www.moddb.com/mods/garryware/...able-minigames

I wonder how it looks like ...

Full description on ModDB : http://www.moddb.com/mods/garryware

Gameplay on an online public server :

Gameplay during pre-release final test :

A screenshot on a random server :




Download
Currently only available in a public SVN :

- GarryWare Two official repository, with frequent updates (may contain harmless unstable updates) : http://subversion.assembla.com/svn/garryware
> Is is currently the only way to properly get GarryWare Two.
> There are no login information to get the contents.

Technical details for servers
- Gamemode length : 8 minutes + 40 seconds for the players to join.

- Recommended player count : No more than 32 players. Can be played alone (Gameplay scales with player count in real time as players join).
- Technical player limit : Gameplay is not suitable for more than 40 players.

- Required games : Any (This gamemode only uses content that is shared with all Source games supported by Garry's Mod). That means any player can join a GarryWare Two game.

- Using GarryWare Two as default gamemode on boot : WARNING ! If you want to use GarryWare Two as the default gamemode when booting up a server, remember that you need to set up the server gamemode override to the GarryWare folder name you have chosen ! Starting the map alone is NOT enough and will lead the server to boot either on "base" or "sandbox" !


Changelog : Differences between the gamemode pack sent for the contest and the current version of GarryWare on the SVN
  • Feature changes
  • Added host_timescale speedycake support : Sound will pitch up along with host_timescale value.
  • Added multilayer minigames.
  • Added server update checker clientside.
  • Modified Minigames
  • Modified minigame "Off the center!" (Don't fall) now spells out "Away from the center!" // Should correct player confusion because of the wording
  • Modified minigame "Punt the biggest crate!" now forbids grabbing the big crate.
  • Modified minigame "Get on the <color> circle!" to work as a two-layer minigame with two successive colors to get on.
  • Modified minigame "Shoot in the right order!" by adding an headache mode (1 chance out of 5 to occur) which includes negative values. This headache mode lets you 30% more time than a non-headache game with same count of numbers to order.
  • Modified minigame "Get in a pod!" to work as a two-layer minigame in which at first, "Don't stop sprinting!" and then "Get in a pod!" with no weapons.
  • New minigames
  • Added minigame "Send your files to Facepunch!" :: Gravity Gun Weapon
  • Added minigame "On the center!" :: Rocketjump Weapon
  • Added minigame "When clock reaches zero... Be in the air!" :: Rocketjump Weapon with 1 ammo
  • Added multilayer "Catch white!" -> "Whack a player!" />/ "Flee!"
  • Added IQ minigame "Watch the props... How many props were in this row?" in mystery mode. Basically a trap minigame which imitates the non-IQ minigame "Watch the props... Stand on a missing prop!"
  • File changes
  • HUD Materials are now NOLOD.
  • Sound files weighs lighter.
  • Bug fixes
  • Fixed ware_trigger Lua error.
  • Lua :: Replaced arg with {...} :: GarryWare will likely break on the next Garry's Mod Update if not updated with the SVN. Symptoms may include, impossibility to trigger any winning nor losing conditions of the minigames, and not seeing any chat text.


This gamemode is ready-to-play as stable revision on Facepunch Fretta Server.

Thanks for reading !
 Post #2
 1st December 2009
Gold Member
foszor's Avatar
April 2005
2,215 Posts
I've always found this game to be one of the best Fretta games
 Post #3
 1st December 2009
Gold Member
Dennab
June 2007
8,686 Posts
Sure is an improvement when looking at GarryWare 1
 Post #4
 1st December 2009
CrashLemon's Avatar
November 2007
596 Posts
Garry Ware is one of the reason why I played Fretta Servers, it's very well done and enjoyable.

Also, do you speak french?
 Post #5
 1st December 2009
Dennab
July 2006
2,003 Posts
Garryware is simply the best game ever made in fretta
 Post #6
 1st December 2009
Dennab
February 2009
712 Posts
repetitive and boring
 Post #7
 1st December 2009
Gold Member
Dr Bob's Avatar
June 2006
4,190 Posts
My favourite Fretta gamemode.
 Post #8
 1st December 2009
Gold Member
_Kilburn's Avatar
July 2007
2,990 Posts
Garry Ware is one of the reason why I played Fretta Servers, it's very well done and enjoyable.

Also, do you speak french?
He's French.
 Post #9
 1st December 2009
Gold Member
borisvdb's Avatar
July 2007
2,206 Posts
What exactly does the clock in the bottom left and right corner show?
 Post #10
 1st December 2009
Gold Member
lew06's Avatar
October 2006
3,415 Posts
Wow! That gamemode looks amazingly fun!
 Post #11
 1st December 2009
Nerdeboy's Avatar
August 2009
1,284 Posts
Cool I hope it's less of a 5 minute novelty this time.
 Post #12
 1st December 2009 Last edited by Saza; 4th December 2009 at 09:31PM..
Saza's Avatar
July 2009
3,688 Posts
-sneep-

I got SVN, and off my lazy ass.
Turns out SVN is easier.


Great gamemode, as it looks.
 Post #13
 1st December 2009
Dennab
December 2005
1,064 Posts
you may want to look up some of the more famous warcraft 3 minigame modes for inspiration, the main ones that spring to mind are pain's party and the more obvious mario party, theres also the various versions of uther party, so in those few maps theres hundreds of ideas to be had and adapted
 Post #14
 1st December 2009 Last edited by Ha3; 1st December 2009 at 09:29PM..
Ha3's Avatar
January 2007
408 Posts
What exactly does the clock in the bottom left and right corner show?
Left clock :
+ Time left in each minigame phase.
- Yellow : Phase 1, Prelude stage (no one can win or fail).
- Light Red : Phase 2, You are about to fail.
- Light Blue : Phase 2, You are still in competition for winning.
- Dark Red : Phase 2, You definitely failed, and can't do anything about it until next round.
- Dark Blue : Phase 2, You scored, and nothing will change this. You can get prepared for the next one and watch.
- Green : Phases 1 and 2 : You don't know if you are about to win or lose. / You are on hold for the next minigame (you just spawned while a minigame was playing).

Right clock :
+ Time left on the server. When this clock reaches zero, the game ends when the current minigame ends.

Top scoreboard :
+ Winners / Failures.
- Gray name : Player on hold.
- Red name with unstable red border : Player is still in competition, but is about to fail.
- Blue name with unstable red border : Player is still in competition, and is about to win.
- Red name with white static border : Player definitely failed, and can't do anything about it until next round.
- Blue name with white static border : Player scored, and nothing will change this.
+ Central number : Current streak.
- Static Gold extra border : You are currently running for a 3+ streak.
- Unstable Gold extra border : You are currently running for your best streak.
- Scoreboard borders are Gold : You are holding the best streak ever scored during this game session within the server.


you may want to look up some of the more famous warcraft 3 minigame modes for inspiration, the main ones that spring to mind are pain's party and the more obvious mario party, theres also the various versions of uther party, so in those few maps theres hundreds of ideas to be had and adapted
I may see about that, but GarryWare currently suffers from the fact that I've only created 2 rooms in the map (Red Boxes, Checkerboard) in different sizes, and if I want a certain type of room, I may want to add special ones with special landmarks. (Ex : A cylinder-shaped room).
 Post #15
 1st December 2009
Gold Member
Dennab
August 2006
3,411 Posts
I love this, its GREAT!
 Post #16
 1st December 2009
Clavus's Avatar
September 2009
1,282 Posts
I may see about that, but GarryWare currently suffers from the fact that I've only created 2 rooms in the map (Red Boxes, Checkerboard) in different sizes, and if I want a certain type of room, I may want to add special ones with special landmarks. (Ex : A cylinder-shaped room).
*Meet the sniper cue*

[Sit in a corner!]

Confusion ensues.
 Post #17
 1st December 2009
winsanity's Avatar
April 2009
1,269 Posts
What are you doing to help with replay value?
 Post #18
 1st December 2009
Ha3's Avatar
January 2007
408 Posts
What are you doing to help with replay value?
First, I have to say that I fixed a timelimit of 8 minutes for the gamemode, and that's about the time you spend before thinking "Okay enough of that, let's play another gamemode !", and is quite a borderline towards bore-ness that can't change.

Considering that, what makes GarryWare interesting ? GarryWare relies on sharing fun within players on a server, that means the fun you'll have is influenced by the players you play against, and that's one point that is always renewed on a server. It's not about skill, but it's about "silliness" ; if you are laughing because something happened in-game (even if you failed), then GarryWare just completed its job.


So, currently, 35 unique minigames play over 8 minutes in a random order. In-game, that means roughly 43 minigames are played : So a full cycle of 35 unique minigames play, and then, 8 minigames you already went through are put in the challenge again in a random order.

In April, GarryWare lasted 10 minutes, and only had like 14 minigames, and the bore-ness was hit quite early.


For the time being, renewing the replay value would be based on how many unique minigames exist : Adding more minigames, maybe more than 43. But that value itself is determined by the "silliness" ambiance in a server (micspammers don't count).
 Post #19
 1st December 2009
winsanity's Avatar
April 2009
1,269 Posts
First, I have to say that I fixed a timelimit of 8 minutes for the gamemode, and that's about the time you spend before thinking "Okay enough of that, let's play another gamemode !", and is quite a borderline towards bore-ness that can't change.

Considering that, what makes GarryWare interesting ? GarryWare relies on sharing fun within players on a server, that means the fun you'll have is influenced by the players you play against, and that's one point that is always renewed on a server. It's not about skill, but it's about "silliness" ; if you are laughing because something happened in-game (even if you failed), then GarryWare just completed its job.


So, currently, 35 unique minigames play over 8 minutes in a random order. In-game, that means roughly 43 minigames are played : So a full cycle of 35 unique minigames play, and then, 8 minigames you already went through are put in the challenge again in a random order.

In April, GarryWare lasted 10 minutes, and only had like 14 minigames, and the bore-ness was hit quite early.


For the time being, renewing the replay value would be based on how many unique minigames exist : Adding more minigames, maybe more than 43. But that value itself is determined by the "silliness" ambiance in a server (micspammers don't count).
Rated heart for actually answering my question :D
 Post #20
 1st December 2009
Gold Member
Rubs10's Avatar
June 2007
4,368 Posts
Are all of the games predefined or do they have some randomness to them. Like rather than break the chair add a whole list of props the game can randomly choose from other breakable props.
What about spawning a bunch of balloons or watermelons and having the players shoot a random number of them.
 Post #21
 1st December 2009 Last edited by Ha3; 1st December 2009 at 11:39PM..
Ha3's Avatar
January 2007
408 Posts
Are all of the games predefined or do they have some randomness to them. Like rather than break the chair add a whole list of props the game can randomly choose from other breakable props.
What about spawning a bunch of balloons or watermelons and having the players shoot a random number of them.
The minigames are actually quite dynamic :

+ Minigames are scaled with the number of players.

For example, in "Break a chair", I can read in the code :
http://code.assembla.com/garryware/s...ames/chair.lua
"Spawn chairs for half the number of players with a minimum of one, then spawn chairs in other available locations, so that the map is filled with 30% of fake chairs." (Yes there are fake chairs.)


+ Added to that, room sizes varies with number of players.

If there is a certain number of players, the room will be 3x3, or 4x4 or 5x5, so it doesn't get overcrowded. It is required in games like "Avoid the balls" or "Don't stop sprinting".


+ Some minigames are scaled with the size of the map.

For example, in "Keep bumping" :
http://code.assembla.com/garryware/s...eepbumping.lua
"Spawn bumping rings so that the floor is filled with 60% of bumping rings randomly."
 Post #22
 1st December 2009
billyman's Avatar
December 2008
2,666 Posts
Jesus, If I could vote somehow, I would vote for this, Good luck, And what a great gamemode.
 Post #23
 1st December 2009
Gold Member
darnok's Avatar
January 2006
3,079 Posts
This deserves first place. I hope you get it.
 Post #24
 1st December 2009
iRzilla's Avatar
August 2008
1,854 Posts
Deservers to be in the win 1-3. Simple idea. Simple gameplay. Fun.
 Post #25
 1st December 2009
Gold Member
Dennab
August 2006
3,411 Posts
I hope you win, but lets see what other people come up with.
What ideas do you have for other minigames?
 Post #26
 1st December 2009
SGorilla's Avatar
July 2005
878 Posts
This is pretty awesome.
 Post #27
 2nd December 2009
Ha3's Avatar
January 2007
408 Posts
I hope you win, but lets see what other people come up with.
What ideas do you have for other minigames?
In the minigames that were recently released, I developed a minigame which is "Get on a circle with fewest players !". There are either 2 or 3 circles depending on the number of players, and I found this one to be quite interesting, because players directly influence the others. It's a mind game.
Also you get a rocketjumping weapon that can push away other players, but while playing it on live servers, I noticed that many games end up with an "Everyone failed !" because players were pushing the others away from their circle / a too heavy circle, resulting in an empty circle, leading to a fail.
I want to explore this scope, of direct-player influence and participation.

I also want to develop minigames that actually make use of the Punt trigger from the Gravity Gun. Most games only use the Grab function, or in some it's a "Punt to win", or pointless punts (to break a crate open). I want to look at how I can make new mingames using punts, as target practice or other means.
 Post #28
 2nd December 2009
Levybreak's Avatar
March 2008
1,386 Posts
In the minigames that were recently released, I developed a minigame which is "Get on a circle with fewest players !". There are either 2 or 3 circles depending on the number of players, and I found this one to be quite interesting, because players directly influence the others. It's a mind game.
Also you get a rocketjumping weapon that can push away other players, but while playing it on live servers, I noticed that many games end up with an "Everyone failed !" because players were pushing the others away from their circle / a too heavy circle, resulting in an empty circle, leading to a fail.
I want to explore this scope, of direct-player influence and participation.

I also want to develop minigames that actually make use of the Punt trigger from the Gravity Gun. Most games only use the Grab function, or in some it's a "Punt to win", or pointless punts (to break a crate open). I want to look at how I can make new mingames using punts, as target practice or other means.
"Kill everyone with physics props before they kill you!"
 Post #29
 2nd December 2009
Gold Member
Dennab
July 2007
3,396 Posts
Idea for a minigame. It might be stupid but hey I thought of it while getting a cookie today.

Title: Who stole the cookie from the cookie jar

everyone is blinded for 5 sec except for a couple of people (I guess you could scale this with how ever many players are in the server.) The people who where not blinded try and race for a jar and try and steal 1 cookie. They then spawn on at a certain position and the people who where blinded get unblined and have to stand on the square on who they guess who stole the cookie. And if they get it correct they win. :D Also the cookies steals are muted for that minigame.
 Post #30
 2nd December 2009
Archy's Avatar
May 2009
1,874 Posts
I love this gamemode. It's so simple, and still so much fun.
 Post #31
 2nd December 2009
Ha3's Avatar
January 2007
408 Posts
Idea for a minigame. It might be stupid but hey I thought of it while getting a cookie today.

Title: Who stole the cookie from the cookie jar

everyone is blinded for 5 sec except for a couple of people (I guess you could scale this with how ever many players are in the server.) The people who where not blinded try and race for a jar and try and steal 1 cookie. They then spawn on at a certain position and the people who where blinded get unblined and have to stand on the square on who they guess who stole the cookie. And if they get it correct they win. :D Also the cookies steals are muted for that minigame.

Creating minigames are driven by some rules I've written when I first made this gamemode :


Technical details about making minigames : What do I need ?
First, you need an idea. You need to stay within this nomenclature :
- All players are equal. You give them the same weapons and the same abilities.
That means, no "haunted" minigame where a player needs to flee from the other players.
- Players can't get damage or be killed.
- Presence of an item disappears when the minigame ends.
- Player must win or fail at a minigame. No draw game is possible.


They still apply now, every player get the same abilities, even turn-based gameplay with role inversion can't be considered.
 Post #32
 2nd December 2009
luck_or_loss's Avatar
January 2007
1,761 Posts
Break to the bottom:

everyone is teleported to a room that has several layers of crates underneath the players. The players then have to break through the crates to get to the bottom where they will either encounter a fan to push them up and get a retry, a pit to fall into (they won't be able to hit the bottom in the time limit) or they will land on a pillar which is a win. Different prop strengths could be used to make each experience even more random like you encounter flimsy metal crates that are stronger than wooden crates but still breakable, or you encounter layers of increasingly stronger materials for all players so it's equal.
 Post #33
 2nd December 2009
Gold Member
war_man333's Avatar
May 2006
12,663 Posts
Make one called 'get on the ball'.
The ball is a moving object with some invisible ladders on it or something, and it doesn't have that much space.
 Post #34
 2nd December 2009
Gold Member
Dennab
December 2007
2,550 Posts
This looks awesome :D, I sure do want this to win.
 Post #35
 2nd December 2009
Gold Member
Lego399's Avatar
January 2007
2,319 Posts
I want this to win already
 Post #36
 2nd December 2009
pod's Avatar
August 2008
1,863 Posts
This is going to win, hands down.
 Post #37
 2nd December 2009
Gmod.com Admin
Disseminate's Avatar
December 2007
1,477 Posts
This is going to win, hands down.
That'd be my guess.
 Post #38
 2nd December 2009
Gold Member
Dennab
July 2007
3,396 Posts
Creating minigames are driven by some rules I've written when I first made this gamemode :


Technical details about making minigames : What do I need ?
First, you need an idea. You need to stay within this nomenclature :
- All players are equal. You give them the same weapons and the same abilities.
That means, no "haunted" minigame where a player needs to flee from the other players.
- Players can't get damage or be killed.
- Presence of an item disappears when the minigame ends.
- Player must win or fail at a minigame. No draw game is possible.


They still apply now, every player get the same abilities, even turn-based gameplay with role inversion can't be considered.
Still was worth a try.
 Post #39
 2nd December 2009
Gold Member
Dennab
August 2006
3,411 Posts
What about players get guns that push someone else back a bit and the first person to stay on something in the middle the longest wins. Could work more than 1 way, like first person to to the middle, or person to stay on the longest total, or whoever is on at the end of the countdown wins. But everyone is pushing each other form getting on the middle with a gun or something.
 Post #40
 2nd December 2009
Gold Member
Dennab
June 2007
8,686 Posts
This is going to win, hands down.
Well, $2000/$1000 ain't bad too right?
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