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Feature #1604

Game rules (1p and MP)

Added by skyjake over 10 years ago. Updated over 4 years ago.

Status:
New
Priority:
High
Assignee:
-
Category:
Redesign
Target version:
Start date:
% Done:

20%


Description

All the game plugins have a number of cvars that affect how gameplay behaves (either in 1p or MP). Instead/additionally, there should be a better mechanism for defining the gameplay rules. In this setup, one of the possible rule sets would for example be "Deathmatch". "Single player" would be another rule set.

  • It should be easily possible to alter the active set of game rules, or create one's own rule set.
  • The map cycle should be incorporated into the game rules.
  • Setting profiles (cf. Renderer Appearance) should/could be incorporated into the game rules somehow?

See: Game rules proposal


Related issues

Related to Feature #1576: [MP] Option to retain weapons+ammo after death in co-opNew2012-10-22

Related to Feature #1565: [MP] Option to remove MP flagged weapons in co-opNew2012-06-25

Related to Feature #1457: [MP] Option to choose items/weapons/ammo on spawnNew2007-10-04

Related to Feature #1441: [MP] Option: weaponstay deathmatchNew2007-03-01

Related to Feature #1401: [MP] Options for retaining or acquiring items/keys/weapons at (re)spawn; allow cheats with more granularityNew2006-03-24

Related to Feature #1321: Scoring points in 1p and MPRejected2004-01-07

Related to Feature #1213: [MP] Respawn items in co-op and deathmatchNew2003-06-28

Related to Feature #1202: [MP] Options for Heretic co-opNew2003-06-20

Related to Feature #1584: [Deathkings] Option for monster respawn rateClosed2013-09-03

Related to Feature #1484: [MP] Bindings for group chatRejected2009-02-25

Related to Feature #1208: Game extension plugins Rejected2003-06-27

Related to Feature #1369: Dynamic map lists (episode structure)Closed2004-12-15

Related to Feature #1386: Stopping monster infightingNew2005-08-22

Related to Feature #1447: Co-op player actions (giving, healing)New2007-05-24

Related to Feature #1452: [Hexen] Monster respawn rateRejected2007-08-27

Related to Feature #1498: [Hexen] Option for ringing the bell from belowRejected2009-09-02

Related to Feature #1505: [Heretic] Boss drop off physics (never instantly drop down)Closed2010-01-21

Related to Feature #1516: [Heretic|Hexen] Add Doom-like option for fast monstersNew2010-04-13

Related to Feature #1581: Melee attacks affected by looking up/downRejected2012-04-18

Related to Feature #1587: 3D weapon behaviourNew2013-09-29

Related to Feature #1638: Configure game options via Shell GUIClosed2013-10-24

Related to Bug #251: [Doom] Nightmare monsters sometimes not fastProgressed2005-08-23

Related to Feature #1844: Support ZDoom's skill definitions in MAPINFONew2014-07-17

Related to Feature #2207: Fast Monsters option in the Options > Gameplay menuClosed2017-03-04

Related to Feature #2238: Configure game rules in custom profilesClosed2017-04-04

Related to Feature #2288: Configure all multiplayer game options via GUINew2013-10-24

History

#1 Updated by skyjake over 10 years ago

  • Description updated (diff)

#2 Updated by skyjake over 10 years ago

  • Tags changed from Multiplayer to Multiplayer, Gameplay
  • Subject changed from [MP] Game rules to Game rules (1p and MP)
  • Description updated (diff)

#3 Updated by skyjake over 10 years ago

  • Priority changed from Normal to High

#4 Updated by danij over 10 years ago

Should a map cycle be incorporated into the game rules?

It occurs to me that a map cycle is outside the scope of a game rule set. A map cycle can and should work independently from a set of game rules.

Mixing the map cycle into the game rules would contradict the map progression that is normally attributed to a singleplayer game session.

#5 Updated by skyjake over 10 years ago

Hmm, in the context of MP it makes more sense than in 1p to have the map cycle as part of rules...

Maybe this could be solved by making the rules hierarchical, so that the map cycle would essentially be a variant applied on a parent rule set? The rule set hierarchy could also tie into the Game mode hierarchy.

Personally I find it difficult to justify leaving map cycle out of the game rules entirely.

#6 Updated by danij over 10 years ago

Interpreting the rule set as a hierarchy would seem to be the correct solution here. In fact I wonder whether game rules and game modes are actually the same conceptually and if so then a generalised mechanism which folds both feature sets might be desirable.

However this could potentially mean a rule set is not "complete" with some rules having no defined value.

#7 Updated by danij about 10 years ago

  • Target version set to 1.15

#9 Updated by danij almost 10 years ago

  • Related to Feature #1844: Support ZDoom's skill definitions in MAPINFO added

#10 Updated by danij over 9 years ago

  • Target version deleted (1.15)

#11 Updated by danij almost 9 years ago

  • Assignee set to danij
  • Target version set to 42

#12 Updated by skyjake almost 9 years ago

  • Target version changed from 42 to 2.0 – Home UI & Packages

#13 Updated by skyjake almost 9 years ago

  • Target version changed from 2.0 – Home UI & Packages to Rendering

#14 Updated by skyjake almost 9 years ago

  • Target version deleted (Rendering)

Removing target version since this is more of an umbrella topic. Issues targeting specific versions should be more concrete in scope.

#15 Updated by skyjake about 7 years ago

  • Related to Feature #2207: Fast Monsters option in the Options > Gameplay menu added

#16 Updated by skyjake about 7 years ago

  • Related to Feature #2238: Configure game rules in custom profiles added

#17 Updated by skyjake over 5 years ago

  • Related to Feature #2288: Configure all multiplayer game options via GUI added

#18 Updated by skyjake over 4 years ago

  • Assignee deleted (danij)
  • % Done changed from 0 to 20

#19 Updated by skyjake over 4 years ago

  • Target version set to Modding

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