Skip to main content

What does a good game consist of? (part 33)

 Advanced communication tools

Though it may seem, teamspeak, discord and ventrillo are the only
communication tools to be used, there can be also integrated in to
the game. Examples are tactical overlay communication, whisper

radio frequency and advance mods. A lot of radio transmissions can be
heard by enemy players. This means a lot of transmissions can be used
for counter strategy.  A good way to avoid been heard is using the

stealth radio frequency. Standard communications tool is, for example,
the /mute command. An example of an advanced communication tool, is
therefore the /rally radio command, which limits the proximity to a

specific guard point the map, if it's a first person shooter, or a garage
node, if It's a racing game.

void radio_command(std::string command)
{
    if (coomand == "clear")
    {
        clear_radar();
    }

}

Advanced communication tools are a personal game development
preference, which means they are varying and of variety. If you want
to use them on your game, experiment with map and radio commands. It

is important to remember, that in highly competitive games, enemy
players can track, trail and trace other enemies', including yours, radio
activity, even though that sounds impossible. Multiplayer game players

actually do that.

void trace()
{

    call_cheat_throw(1);
}

This is to prevent cheating.

 if (coomand == "trace")
{    
    trace();
    inform_clan_command("trace");
}


if (coomand == "team")
{    
    call_team();
}

if (command == "valve")
{    
    clear_pipeline_audio_radio_memory();
}

Comments

Popular posts from this blog

Level design basics, part 7

Meta files Meta means in between. Wild hard ware and soft ware connection. A game design level document is just documentation; it is normal text. Actual level files however are en coded. Not normal text, in other words; which is why they are a lot harder to make. Forests for example are hard to put into a text file. Trees are real world eco systems that are the source of nature and life. It is one thing to put a real world object into a game, what is even a LOT harder is putting one, for example a tree into a text file. Source code is just sofware, it is nothing but encoded writing, which is why to put it into soft ware is not exactly easy, but has been done many times before. However, putting source code directly into hard ware is a completely different thing. That's where meta files come in handy. Meta files are clay ware. They work very similiar to a human brain. Like a connection between software and hardware. A meta file contains level game design documentation and level code....

Level design basics, part 2

An arch level design is hard, as it doesn't involve only polygon boxes, but also also three dimensional curve lines. If you ever played. Americas army 1, you'll know how hard it is to make a curve building, like the famous over played bridge crossing map. The point is to start. With one curve. Curve is not a straight line, but it's still a line. Means it is possible to apply lines into a three dimensional level. arch 0 0 1 0