Greetings.
I will need a modder role to be able to post my teams entry into the Gamemode competition. I will be submitting our Gore/Frogger mod.
Please let me know what else (if anything) is needed.
Thanks,
A bit more of a description of our mod:
Gore/Frogger was a personal challenge to create a procedurally generated map every round to keep the game-mode fresh. This was accomplished by creating individual obstacles that were painstakingly aligned with offsets and patience. 5 out of 7 obstacles will be randomly picked in random order, then applied to the map with a finish point at the end. The frogs must traverse all the way to the end to successfully complete the round, and will be awarded points for each win.
Here is a screenshot of our "in the bag" system, which is used to prevent an obstacle from being used twice.
The quality of this mod would not have been possible without the following Gore team members: Coolio, Birdekek, Tilly, Frijoles, and Warioplier.
I will need a modder role to be able to post my teams entry into the Gamemode competition. I will be submitting our Gore/Frogger mod.
Please let me know what else (if anything) is needed.
Thanks,
Don't double post! Use that edit button! Post automatically merged:
A bit more of a description of our mod:
Gore/Frogger was a personal challenge to create a procedurally generated map every round to keep the game-mode fresh. This was accomplished by creating individual obstacles that were painstakingly aligned with offsets and patience. 5 out of 7 obstacles will be randomly picked in random order, then applied to the map with a finish point at the end. The frogs must traverse all the way to the end to successfully complete the round, and will be awarded points for each win.
Here is a screenshot of our "in the bag" system, which is used to prevent an obstacle from being used twice.
local obstaclePool = {
{ length = 6192, setup = obstacle_traffic, model = E_MODEL_OBSTACLE_TRAFFIC, col = COL_TRAFFIC, }, -- traffic
{ length = 7548, setup = obstacle_river, model = E_MODEL_OBSTACLE_RIVER, col = COL_RIVER, }, -- river
{ length = 3150, setup = obstacle_thwomps, model = E_MODEL_OBSTACLE_THWOMPS, col = COL_THWOMPS, }, -- thwomps
{ length = 3150, setup = obstacle_roller, model = E_MODEL_OBSTACLE_THWOMPS, col = COL_THWOMPS, }, -- spindels
{ length = 7500, setup = obstacle_hunter, model = E_MODEL_OBSTACLE_HUNTER, col = COL_HUNTER, }, -- hunter, will shoot players
{ length = 5750, setup = obstacle_sawmill, model = E_MODEL_OBSTACLE_SAWMILL, col = COL_SAWMILL, }, -- sawmill
{ length = 7552, setup = obstacle_log_bridge, model = E_MODEL_OBSTACLE_LOG_BRIDGE, col = COL_LOGBRIDGE, }, -- river with log bridges
}
local obstaclesSpawned = false
function spawn_obstacles()
local np = gNetworkPlayers[0]
if network_is_server() and np.currAreaSyncValid and np.currLevelNum == LEVEL_FROGGER and not obstaclesSpawned then
local zOffset = 0
local bag = {1,2,3,4,5,6,7}
local obstacles = {}
while #bag > 2 do --There are 7 obstacles total. While bag > 2 means it will spawn 5 obstacles before spawning the finish.
local obstacleIdx = math.random(#bag)
table.insert(obstacles, bag[obstacleIdx])
table.remove(bag, obstacleIdx)
end
for _, i in ipairs(obstacles) do
local obstacle = obstaclePool
obstacle.setup(zOffset)
zOffset = zOffset + obstacle.length
end
obstacle_finish(zOffset)
obstaclesSpawned = true
end
end
The quality of this mod would not have been possible without the following Gore team members: Coolio, Birdekek, Tilly, Frijoles, and Warioplier.
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