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 Post #1
 1st December 2009 Last edited by Dlaor; 18th March 2010 at 09:09PM..
Gold Member
Dennab
June 2007
8,686 Posts

Hereby, I proudly present:

Here's a short summary of the gamemode. (please, read it all before replying!)

Gamemaster is a platform game, with a twist - you are able to play as the computer (the Gamemaster), trying to prevent the players from completing the level.

As the Gamemaster, you can place enemies, walls, and so on, while the other human players attempt to complete the level. If all the players die, you win. The Gamemaster will stay for one round: after that, a random player will get to be the Gamemaster. You are allocated, in each level, a given selection of enemies, obstacles, and such, which can be placed anywhere offscreen (so the player can't see them being placed).

At the beginning, random blocks will be selected to choose from. Some are more rare than others.

The plot is minimal - you're a computer, running a platform game, and you don't want the players to win. Simple.

It would be 2.5D, like Mario Boxes 2D. There's a simple HUD: As Gamemaster: A part-bin at the bottom, time counter at the top, and that's it; As player: Time counter at top, health bar maybe, that's it. The levels would be themed simple: The main graphics element is grids.

The levels would just be placed separated in one huge map, each time a new round starts, the next level will be used.

The players will probably only have a crowbar. It seems powered enough already, when looking at Sandbox (kill Combine Elites in 3 hits?)

TL;DR: 2 teams: Runners and the Gamemaster. Runners have to get to the end of the level, Gamemaster has to stop them by placing traps, obstacles, enemies where ever he desires. When all the players die, the Gamemaster wins, if even 1 player gets to the end, a new Gamemaster is chosen.

Here's some development screenshots. (click to enlarge)

Gamemaster stuff.

Map update + tile highlighters (for showing where you're gonna place the parts).

You can finally place parts from here:

Getting playable now

Level 2 done, tutorial stuff, etc.

Level 3 and 4 done, fixed the dedicated server for the beta test!

Level 5 done, general game mechanics fixed.

So, what do you think? Maybe have an idea suggestion? A rant perhaps? Post it here!

ModDB: http://www.moddb.com/mods/gamemaster/
I won't update ModDB very often, check this thread for updates instead!



Beta test server has been taken OFFLINE!



RELEASED!!!
SVN: http://game-master.svn.sourceforge.n...t/game-master/

Instructions:
1. Go to your garrysmod folder and then enter the "gamemodes" folder.
2. Make a new folder called "gamemaster". It has to be exactly like that, no capital letters and stuff!
3. Right click and select SVN Checkout (I assume you already have Tortoise SVN installed!)
4. Paste the SVN url above into the first text field thing and hit OK.
5. Get some tea or something, it will now download all the files. Roughly 35 mb total.
6. When it's done, you have successfully installed Gamemaster!

6000 fucking posts. At last.
 Post #2
 1st December 2009
Gold Member
foszor's Avatar
April 2005
2,215 Posts
So this is sorta like deathrun except everyone plays as death?
 Post #3
 1st December 2009
Gold Member
Dennab
June 2007
8,686 Posts
So this is sorta like deathrun except everyone plays as death?
No, you're reading it wrong. There's only 1 Gamemaster, which can place traps everywhere he wants. So not just running around and activating them, you can actually decide where they are. Not only traps, but also enemies and anomalies like black holes. The rest has to get to the end.
 Post #4
 1st December 2009
Gold Member
loled's Avatar
July 2007
2,240 Posts
Sounds nice, can you get a video or anything else to demonstrate gameplay?
 Post #5
 1st December 2009
Gold Member
Dennab
June 2007
8,686 Posts
Sounds nice, can you get a video or anything else to demonstrate gameplay?
I will, if I get the Gamemaster stuff done. Right now, you can only run around and die.
 Post #6
 1st December 2009
Gold Member
loled's Avatar
July 2007
2,240 Posts
Also, the map seems a bit big...
As in, the blocks, are HUGE.
 Post #7
 1st December 2009
Gold Member
Dennab
June 2007
8,686 Posts
Also, the map seems a bit big...
As in, the blocks, are HUGE.
The Gamemaster will place traps which are always 1 block big. Using this, I made sure that anything I want can fit in them. And the hugeness is not that much of a problem when you walk fast...
 Post #8
 1st December 2009
Gold Member
loled's Avatar
July 2007
2,240 Posts
The Gamemaster will place traps which are always 1 block big. Using this, I made sure that anything I want can fit in them. And the hugeness is not that much of a problem when you walk fast...
So..uhm...nice work then, I guess...
 Post #9
 1st December 2009
Gold Member
foszor's Avatar
April 2005
2,215 Posts
No, you're reading it wrong. There's only 1 Gamemaster, which can place traps everywhere he wants. So not just running around and activating them, you can actually decide where they are. Not only traps, but also enemies and anomalies like black holes. The rest has to get to the end.
So its exactly like deathrun, except he can place them where ever... instead of pre-positioned?
 Post #10
 1st December 2009
Gold Member
Dennab
June 2007
8,686 Posts
So its exactly like deathrun, except he can place them where ever... instead of pre-positioned?
Not exactly dude, stop trying to call it a death run ripoff! Being "death" (the Gamemaster) is entirely different in this gamemode, you float around in 2d space (not back and forth) and have a placeable part bin. The maps are just the base of it: they alone won't stop the players if they are experienced.
 Post #11
 1st December 2009
Freakie's Avatar
April 2009
768 Posts
The Gamemaster will stay one until one of the players manage(s) to win. Then, a random player from the winners will get to be the Gamemaster.
That's not very fair for those who die.
 Post #12
 1st December 2009
Gold Member
Dennab
June 2007
8,686 Posts
That's not very fair for those who die.
Yeah, I was being quite unsure what to do. I might just make it that it's a random selection of all the runners instead of the ones that win.
 Post #13
 1st December 2009
Gold Member
foszor's Avatar
April 2005
2,215 Posts
Not exactly dude, stop trying to call it a death run ripoff! Being "death" (the Gamemaster) is entirely different in this gamemode, you float around in 2d space (not back and forth) and have a placeable part bin. The maps are just the base of it: they alone won't stop the players if they are experienced.
I never said it was a death run ripoff, I was asking a question in reference to the gameplay mechanics. Notice how everything I wrote was a question.

I was just trying to understand the game as I've obviously never played it. I couldn't care less if you ripped off deathrun.
 Post #14
 1st December 2009
Gmod.com Admin
Disseminate's Avatar
December 2007
1,477 Posts
Looks nice. A couple issues though -
1) What limitations are on the gamemaster?
2) How can you prevent the gamemaster from being abusive (eg, screenshot 2 - there's a small hallway/tunnel. What if he places two on either side)?
 Post #15
 1st December 2009
Gold Member
Dennab
June 2007
8,686 Posts
I never said it was a death run ripoff, I was asking a question in reference to the gameplay mechanics. Notice how everything I wrote was a question.

I was just trying to understand the game as I've obviously never played it. I couldn't care less if you ripped off deathrun.
Well, it sorta sounded like you wanted to call it a death run ripoff. I'll try to add more information to the OP, sorry for being so vague.
Looks nice. A couple issues though -
1) What limitations are on the gamemaster?
2) How can you prevent the gamemaster from being abusive (eg, screenshot 2 - there's a small hallway/tunnel. What if he places two on either side)?
1. You can't place them too close to the players (as in the OP: they have to be placed off the screen from the players, otherwise you'll see stuff popping up in the air), and you have limited parts.
2. I have thought of this, and it's pretty simple: I'll just integrate no-build zones. I guess it could be done with some pathfinding stuff, but I'd rather hard-code it than making complicated calculations about where you can place stuff and where you can't.
 Post #16
 1st December 2009
Gold Member
foszor's Avatar
April 2005
2,215 Posts
When people die do they go to the start or go into spectator mode? Only reason I ask is its always boring being stuck in spectator mode and it seems starting them over would be a big enough penalty for dying.
 Post #17
 1st December 2009
Gold Member
Dennab
June 2007
8,686 Posts
When people die do they go to the start or go into spectator mode? Only reason I ask is its always boring being stuck in spectator mode and it seems starting them over would be a big enough penalty for dying.
Haven't thought about that. It's a hard decision though: If they restart, it might get overpowered for the runners since the Gamemaster only has limited parts. I guess I could implement some part refill system. Alternatively, they might lose due to the timer running out (you can't take forever to finish a level). MY HEAD!
 Post #18
 1st December 2009
Gold Member
foszor's Avatar
April 2005
2,215 Posts
What if the parts are destructible and/or the GM can pick them up. So he can reuse parts from earlier portions of the map and anything that's broken would go back into his inventory.

That would solve him blocking off tunnels too.
 Post #19
 1st December 2009
Gmod.com Admin
Disseminate's Avatar
December 2007
1,477 Posts
Right then, sounds good. Good luck!
 Post #20
 1st December 2009
Toneo's Avatar
May 2008
197 Posts
When people die do they go to the start or go into spectator mode? Only reason I ask is its always boring being stuck in spectator mode and it seems starting them over would be a big enough penalty for dying.
Maybe make it so that they have a certain number of lives, 2 or 3 would be enough.
So you at least get a second chance.

Or, once they die, they turn into a "ghost" - make them part invisible - so they can still run about and fall into traps, but they can't trigger one-time traps, and can't finish the level.
 Post #21
 1st December 2009
Jo The Shmo's Avatar
January 2009
941 Posts
I feel like it would turn into the way deathrun is, how being death is supposed to be a reward for winning, but it turns into a punishment.
 Post #22
 1st December 2009
Dj-J3's Avatar
November 2008
3,781 Posts
So it's a copy of zombie master?

great...
 Post #23
 1st December 2009
Gold Member
Dennab
June 2007
8,686 Posts
So it's a copy of zombie master?

great...
I'll just give you a book packaged in a box. GOD DAMN READ THE OP!
 Post #24
 1st December 2009
Gold Member
zeebiedeebie's Avatar
June 2007
2,543 Posts
This looks cool. How did it get any dumb ratings?
 Post #25
 1st December 2009
Kaffo's Avatar
September 2007
254 Posts
Gods sake guys!
Read the fucking OP, it CLEARLY tells you it is nothing like zombie master or death run, it may have a few things in common with them but it is clearly totally different and I really like the idea.
Please read it properly before you just jump into it saying its a clone.
 Post #26
 1st December 2009
Gold Member
Bletotum's Avatar
June 2008
2,470 Posts
That's not very fair for those who die.
Then stop sucking at it, it wouldn't be fair to those who win, to include those who die in random pick. EDIT: I'd go as far as to give the players more percentage of chance to be picked, based on the order they got through in. (But not a guarantee to the first guy.) .
 Post #27
 1st December 2009
Blah360's Avatar
July 2008
1,762 Posts
This looks promising!
 Post #28
 2nd December 2009
Ha3's Avatar
January 2007
408 Posts
I just shared with you in private some inspirational ideas I came up with while I developed DeathRun 2D (A Fretta gamemode I probably won't submit) : It's about the player/runner 2D dynamic camera with some technical details (that's why I'm not posting them here), if you can get some inspiration from it :)
 Post #29
 2nd December 2009
Gold Member
Crazy Quebec's Avatar
May 2008
2,586 Posts
Maybe you could have small 5 minutes rounds. If the players didn't reach the end the gamemaster wins but is switched anyway ( maybe with some kind of reward ) and if it's beaten then obviously there's a switxh too.

The runners would keep on respawning but the gamemaster would get parts for disposing of them?
 Post #30
 2nd December 2009
-Matt-94's Avatar
January 2008
1,060 Posts
No offence but you can go on a flash game for that kind of gaming action.
 Post #31
 2nd December 2009
Dennab
July 2009
136 Posts
No offence but you can go on a flash game for that kind of gaming action.
You can also go to a different forum that's basically the same. Why not do that?
 Post #32
 2nd December 2009
Gold Member
war_man333's Avatar
May 2006
12,663 Posts
I like this idea, levels just seem a bit plain.
 Post #33
 2nd December 2009 Last edited by Dlaor; 2nd December 2009 at 07:24AM..
Gold Member
Dennab
June 2007
8,686 Posts
This looks cool. How did it get any dumb ratings?
Trolls & Bad Readers.
Maybe you could have small 5 minutes rounds. If the players didn't reach the end the gamemaster wins but is switched anyway ( maybe with some kind of reward ) and if it's beaten then obviously there's a switxh too.

The runners would keep on respawning but the gamemaster would get parts for disposing of them?
That might be possible, but there's a real lot of gameplay decisions to think of, so I'll add this to my "probable" list
I like this idea, levels just seem a bit plain.
That's on purpose: the goal of the Gamemaster is to fill them up, remember? The levels will just be basic hills & pits, the rest has to be decorated by the Gamemaster.
 Post #34
 2nd December 2009
TrickyClock's Avatar
November 2005
150 Posts
A 2D Gamemode?

YES!

Looking forward on this one.
 Post #35
 2nd December 2009
Gold Member
Dennab
September 2005
4,532 Posts
The only concern that comes to mind is that if the gamemaster is afk or stupid, it could make the entire round really boring. If there were teams of them (each with limited resources), that wouldn't be the case.

Sounds like a pretty awesome gamemode.
 Post #36
 2nd December 2009
Gold Member
Samuelgames's Avatar
November 2007
3,882 Posts
Do you need help with any models or whatever? It looks like an interresting project.
 Post #37
 2nd December 2009 Last edited by Dlaor; 2nd December 2009 at 06:57PM..
Gold Member
Dennab
June 2007
8,686 Posts
Do you need help with any models or whatever? It looks like an interresting project.
Already got all needed areas covered. That is, everything excluding gameplay decisions... help me out, guys!

Edited:

And I might just use brushes with func_brush for the walls/slopes, since I heard it was possible to assign brushes to entities as models using the brush number... but this needs testing.
 Post #38
 2nd December 2009
Gold Member
raccoon2112's Avatar
June 2007
2,114 Posts
How about if you die you come back as a ghost and can mess with traps and stuff

Edited:

Or you could jump on players like in bomberman 64
 Post #39
 2nd December 2009 Last edited by Disseminate; 2nd December 2009 at 07:23PM..
Gmod.com Admin
Disseminate's Avatar
December 2007
1,477 Posts
Already got all needed areas covered. That is, everything excluding gameplay decisions... help me out, guys!

Edited:

And I might just use brushes with func_brush for the walls/slopes, since I heard it was possible to assign brushes to entities as models using the brush number... but this needs testing.
It's possible, but would probably hit one or two of the limits in Hammer. Try making props out of walls with Propper and spawning them ingame. Though I probably read that wrong.
 Post #40
 2nd December 2009
Gold Member
Dennab
June 2007
8,686 Posts
It's possible, but would probably hit one or two of the limits in Hammer. Try making props out of walls with Propper and spawning them ingame. Though I probably read that wrong.
You're reading it wrong indeed. I meant ingame, not in Hammer.
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