Ideas
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Essential Tasks: Bank System Credits earned during a single game are transferred to online account. In each game, players start with zero credits. Round Timer [15 Minutes] Voting System for gamemodes - After a round ends players are asked once, “Did you enjoy this gamemode, please vote by typing “Yes or No”. (to find out what gamemodes are good and bad). Voting System for maps - Once a gamemode is chosen randomly, players are asked to select a map they want, for instance type either 1 (mapname), 2 (mapname) or 3 (mapname). P.S. Gamemodes should be randomly picked by the server. Develop in-game currency: Credits One Dollar/Pound for one In-Game Credit One kill for one credit Classic idea - I suggest making each credit = the amount of kills you achieve without dying. E.g. 5 kills without dying = 5 credits then 6 kills without dying = 6 credits, etc. (resets once you die). This was how caznowl worked. Develop ranks Private Sergeant - [Requires 30 kills and a minimum of one hour of play-time] Unlocks special ability: Flash (Temporarily increase player's movement speed for thirty seconds and to make quick burst-dashes; can be used every five minutes.) Lieutenant - [Requires 100 kills and a minimum of two hours of play-time] Unlocks special ability: Lone Sentry (Allows player to setup a single auto-sentry gun. Can be used after a player gets a ten player kill-streak) Captain - [Requires 200 kills and a minimum of three hours of play-time] Unlocks special ability: Recon (Allows player to call for a scan that shows location of all enemy players. Can be used after a player gets a fifteen player kill-streak) Major - [Requires 300 kills and a minimum of three hours of play-time] Unlocks special ability: Artillery Strike (Allows player to call for an artillery strike by placing a red block, designating target. Can be used after a player gets a twenty player kill-streak) Colonel - [Requires 500 kills and a minimum of six hours of play-time] Unlocks special ability: Buster Cannon (Colonels can now charge their pistols for instant kill shots and an added five block range. Requires five seconds charge to fire.) Commander - [Requires 10,000 kills and a minimum of nine hours of play-time] Unlocks special ability: Nuclear Option (If commander class player gains a thirty count kill streak, game automatically ends with a nuclear explosion.)
Develop new weapons and items
Auto-TNT (TNT w/ Radius: 2) - A deadly, instant kill weapon with a two second detonation timer. Can deflect attacks during explosion.
Manual-TNT (TNT w/ Radius: 2) - A deadly, instant kill weapon. Can deflect attacks during explosion.
Mine (Black wool w/ Radius: 3) - Automatically detonates when player steps within range. Requires three seconds to deploy once placed, but is an instant kill weapon.
Beam Pistol (Stone Block w/ Range: 5) - Pistol that can only fire in a straight line. Requires three shots to kill an opponent. Must be reloaded every 10 shots and has five-second reload time.
Energy Whip (Teal Block w/ Range: 5) - A whip that moves in the direction the player is facing. Has a slight delay in attack speed. Requires two hits to kill another player.
Beam Rocket Launcher (Obsidian w/ Range: Infinite - Radius: 4) - Instant kill weapon. Requires thirty seconds to reload and costs 10 credits per shot. Only two shots per game.
Supply Drop (Crate)
When destroyed, gives player anywhere from 5 to 10 free Credits.
When destroyed, gives player deployable mortar. Can not be moved once placed and can be stolen by other team.
Ion Grenade (Custom Mushroom w/ Range: 10 - Radius: 4) - Reduces effectiveness of all weapons for ten seconds.
Portal Gun - (Range: Infinite) Costs 20 credits to use.
Gravity Well - (Range: 6 - Radius: 6) - Absorbs all TNT blasts and gunshots within its radius. Will automatically destroy itself after three minutes. Costs 20 credits to deploy.
Develop Game Modes King of the Hill Attack v. Defend Point Control Capture the Flag Team Deathmatch Develop Game Mode Rotation System
Non-Essential Development Tasks Music and Sound Effects System Explosion Graphics Tournament/Private Party Mode Squad System New Weapons and Items Frag Grenade (Custom Mushroom w/ Range: 10 - Radius: 4) - Instant kill weapon. Energy Armor - A shield that protects player from all damage. While in use, player can not use any weapon. Can be used only once per round and costs 5 Credits to use. Lasts twenty seconds.
Non-Essential Tasks New skins for Resistance-AIF (Red) and Alliance (Blue) New Texture Pack w/ New Interface - Creatoss http://resourcepack.net/space-architect-resource-pack/ Advertisement Map Making Based on Theme - Creatoss Beyond Team and Beyond Game Graphics Design - Creatoss Will work on after Christmas Break; I need access to school adobe software! Website Development - Classic
BEYOND LOGO (W.I.P.) - Creatoss
========================================================== *Sorry I kinda messed up the formatting above and I dunno how to fix it so I’ll just put my notes here. Feel free the add upon my notes as I may be missing a few things ~Buzz/Carltz
Key: Not started In progress Complete Neither can be complete or incomplete
Development Log Gamemode framework Capture the Flag (testing) Last man standing Adapt to work with the new framework Point control TDM/TNT Wars Adapt to work with new framework FFA (Free for all) Random spawning system Bounty Hunter Adapt to work with new framework Extras Clans Clan chat Clan bank (wealth) Clan highscores Leaderboards/Highscores Ranks - Will be added upon server launch Bank
Will be updated frequently.
Message section removed as it’s too difficult to keep track of at the pace I'm developing. We will further discuss messages in test/beta releases. Also don't worry if your suggestions are still marked yellow, I'm in the process of adding them :P
Awards AWT = Any with TNT AWW = Any with weapons AWB = Any with bounties Add more as you wish
Gamemode Award Name Brief Description Rewards AWT Sapper I First manual TNT kill 10 credits 25 XP (AWT) AWT Sapper II 100 manual TNT kills 100 credits 50 XP (AWT) AWT Sapper III 1,000 manual TNT kills 1,000 credits 100 XP (AWT) AWT Master Sapper 10,000 manual TNT kills 10,000 credits 1,000 XP (AWT) Title: [Player] the Sapper AWT Double kill 2 kIlls with one weapon shot/detonation without dying. 10 credits AWT Triple kill 3 kills with one weapon shot/detonation without dying. 50 credits AWT Quadra-kill 4 kills with one weapon shot/detonation without dying. 100 credits
AWT
Penta-kill
5 kills with one weapon shot/detonation without dying.
Title: ❺ [Player]
250 credits
AWT
Overkill
6 kills with one weapon shot/detonation without dying.
Title: ❻ [Player]
500 credits
AWT
Extermination
7+ kills with one weapon shot/detonation without dying.
Title:
KILLING
EXP (experience levels) system - Classic
EXP should unlock new ranks and weapons, which players then purchase for a high price. (Repeat process).
E.G. for rank. “Congratulations (Playername) you have just unlocked the rank Sergeant!”
E.G. for weapon. “Congratulations (Playername) you have just unlocked the weapon Beam Pistol!”
Structure = 100 EXP = Level 1, 200 EXP = Level 2, 300 EXP = Level 3, etc. (only a suggestion).
Ranking costs (After the player has unlocked a rank).
Sergeant = 1, 000 credits. Lieutenant = 2, 000 credits. Captain = 3, 000 credits. Major = 4, 000 credits. Colonel = 5, 000 credits Commander = 6,000 credits.
Tier I: Level 1, 0% Achievements Tier II: Level 5, 5% Achievements Tier III: Level 10, 10% Achievements - Bronze Tier IV: Level 15, 20% Achievements Tier V: Level 25, 30% Achievements Tier VI: Level 50, 40% Achievements Tier VII: Level 75, 50% Achievements - Silver Tier VIII: Level 100, 60% Achievements Tier IX: Level 125, 75% Achievements - Gold Tier X: Level 150, 90% Achievements Diamond: Level 200, 95% Achievements God: Level 500, 100% Achievements
Your (Overall) Level is an average of all your levels
Store Items CTF = Capture the Flag LMS = Last Man Standing P/U = Price per Use Add more as you wish
Item Description Activation P/U Gamemode Automatic TNT Automatically explodes TNT after 1.5 seconds TNT mode set to automatic then place TNT Free CTF/LMS/FFA/BH/PC/TDM Manual TNT Explodes TNT once a purple block is placed TNT mode set to manual then place TNT and Purple in the respective order Free CTF/LMS/FFA/BH/PC/TDM Title Gives you a title. However honorific titles may not be used. (e.g. [Player] the Detonator) Store currently in progress
Potentially /buy title [titlehere] TBA 15 Credits All Mine Creates a mine which explodes when an opponent walks into its range Place a black wool block Free (Might make them buyable for
Proposals
Any additional suggestions may be listed here. However please describe the purpose of the proposal before I put the effort into implementing it.
Round Objectives System During each round, each player is given a round objective according to the gamemode and their level in that gamemode. Bonus experience and awards will be given for completing them. The purpose of this is to challenge players even more. Although this may disrupt gameplay, it gives players something else to do when they get bored of playing. Note that round objectives are disabled in private/tournament modes.
Raining Chests (Gamemode) A special gamemode based around crates/supplies. Chests will randomly spawn from the sky and give unpredictable rewards. For example, opening a chest may give you credits, experience, awards, titles OR freeze you temporarily, spawn a lava pool around you, make you blind temporarily, teleport you to random places and so on. Just a less action-packed gamemode which doesn’t take as much skill. Rounds will only last 3-5 minutes however and aren’t available for private/tournament modes.
Level Scripts
Now each level can have designated scripts which run during each individual map. This means you can add random lava showers, meteorites, portals and endless ideas for themed maps. For more info and clarity pm me on discord @Cxrltz#6115