Wallrider/Arena

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The word Arena is used for the collection of Sections used to assemble a complete room. Each piece can only be oriented one way, and will have a unique Section ID used for map building. Certain pieces are sizeable, and can stretch or shrink based on parameters.

Contents

Load Animation

Although the loading is actually instantaneous, for the visual effect, we will animate the creation of the Arena using special routines built into each section. The sections could all be animated at the same time, or we could specify an order in the Scene::Load calls. The basic idea is to make the lines of the Arena sections appear to be "growing" and forming in the emptiness. It would be nice visually to have parallel lines start growing slightly after the one before it, so that it is continuous, and doesn't just appear to be "loading slowly." We want it to clearly be intentional.

Current Arena Sections

Code: (U)p, (D)own, (L)eft, (R)ight, (F)ront, (B)ack, Con(c)ave, Con(v)ex

Flat Surfaces (6)

  • CCeiling (CArena_Wall_U)
  • CFloor (CArena_Wall_D)
  • CLWall (CArena_Wall_L)
  • CRWall (CArena_Wall_R)
  • CFWall (CArena_Wall_F)
  • CBWall (CArena_Wall_B)

Concave Edges (12)

  • CTFEdge (CArena_C_Edge_UF)
  • CTBEdge (CArena_C_Edge_UB)
  • CTLEdge (CArena_C_Edge_UL)
  • CTREdge (CArena_C_Edge_UR)
  • CBFEdge (CArena_C_Edge_DF)
  • CBBEdge (CArena_C_Edge_DB)
  • CBLEdge (CArena_C_Edge_DL)
  • CBREdge (CArena_C_Edge_DR)
  • CLFEdge (CArena_C_Edge_FL)
  • CRFEdge (CArena_C_Edge_FR)
  • CBLEdge (CArena_C_Edge_BL)
  • CBREdge (CArena_C_Edge_BR)

Concave Corners (8)

  • CTRFCorner (CArena_C_Corner_UFR)
  • CTLFCorner (CArena_C_Corner_UFL)
  • CTRBCorner (CArena_C_Corner_UBR)
  • CTLBCorner (CArena_C_Corner_UBL)
  • CBRFCorner (CArena_C_Corner_DFR)
  • CBLFCorner (CArena_C_Corner_DFL)
  • CBRBCorner (CArena_C_Corner_DBR)
  • CBLBCorner (CArena_C_Corner_DBL)

Future Arena Sections

Vortexes (6)

  • CArena_Vortex_U
  • CArena_Vortex_D
  • CArena_Vortex_L
  • CArena_Vortex_R
  • CArena_Vortex_F
  • CArena_Vortex_B

Convex Edges (12)

  • CTFEdge (CArena_V_Edge_UF)
  • CTBEdge (CArena_V_Edge_UB)
  • CTLEdge (CArena_V_Edge_UL)
  • CTREdge (CArena_V_Edge_UR)
  • CBFEdge (CArena_V_Edge_DF)
  • CBBEdge (CArena_V_Edge_DB)
  • CBLEdge (CArena_V_Edge_DL)
  • CBREdge (CArena_V_Edge_DR)
  • CLFEdge (CArena_V_Edge_FL)
  • CRFEdge (CArena_V_Edge_FR)
  • CBLEdge (CArena_V_Edge_BL)
  • CBREdge (CArena_V_Edge_BR)

Convex Corners (8)

  • CTRFCorner (CArena_V_Corner_UFR)
  • CTLFCorner (CArena_V_Corner_UFL)
  • CTRBCorner (CArena_V_Corner_UBR)
  • CTLBCorner (CArena_V_Corner_UBL)
  • CBRFCorner (CArena_V_Corner_DFR)
  • CBLFCorner (CArena_V_Corner_DFL)
  • CBRBCorner (CArena_V_Corner_DBR)
  • CBLBCorner (CArena_V_Corner_DBL)

Beyond the Future

Example race track style sections
Example race track style sections

Rather than just making enclosed arenas, technically we could make racetrack-type sections, too. This would only require restricting movement beyond the boundaries of the track. This could very easily change the style of gameplay. Racing modes could be added, tracks could lead into and out from arenas, and many more single player modes could be added (for example, time trials).

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