After watching some attempts at people trying to play hide 'n seek, it looks like a few rules need implementing in code to make things fair and allow someone to "win"
My idea is as an online game, someone is given the task of hiding. They have up to 1 minute to hide, which must involve them landing and not crashing. At which point I'm thinking about floating a balloon above their position (so the area above them must be clear as well). The idea of the balloon is it gets popped by a finding player and that's the scoring mechanism. Even a balloon is difficult to find, so I want to implement the idea of heat zones. If you are > x distance then you are cold, and then as you get closer, warm and hot. Exactly how big those zones are we need to decide to make it not a chore, but not overly easy either.
Obviously, during the hiding time, the seeker's screens can't jump to other views or show the map (and this won't happen during the game either) the hider we will show the map and exterior movable view of his hiding quad so he can see what's happening.
Should the hiding place be so great, after a set amount of time 9so people don't get borded) the hider will be declared the winner and score a point. The game would then be first one to 5 or 5 rounds as an example (where 5 is a number you can change).
Not for immediate implementation, but can go in after the single player game is done.
After watching some attempts at people trying to play hide 'n seek, it looks like a few rules need implementing in code to make things fair and allow someone to "win"
My idea is as an online game, someone is given the task of hiding. They have up to 1 minute to hide, which must involve them landing and not crashing. At which point I'm thinking about floating a balloon above their position (so the area above them must be clear as well). The idea of the balloon is it gets popped by a finding player and that's the scoring mechanism. Even a balloon is difficult to find, so I want to implement the idea of heat zones. If you are > x distance then you are cold, and then as you get closer, warm and hot. Exactly how big those zones are we need to decide to make it not a chore, but not overly easy either.
Obviously, during the hiding time, the seeker's screens can't jump to other views or show the map (and this won't happen during the game either) the hider we will show the map and exterior movable view of his hiding quad so he can see what's happening.
Should the hiding place be so great, after a set amount of time 9so people don't get borded) the hider will be declared the winner and score a point. The game would then be first one to 5 or 5 rounds as an example (where 5 is a number you can change).
Not for immediate implementation, but can go in after the single player game is done.