owenashurst / agar.io-clone

Agar.io clone written with Socket.IO and HTML5 canvas
MIT License
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Power-ups #377

Open underGhost opened 8 years ago

underGhost commented 8 years ago

I've created power-ups for my fork already, but wasn't sure if you guys would like to seem them incorporated. config.json would house a toggle for power-ups and their settings.

Current implemented power-ups:

screen shot 2016-01-27 at 2 02 38 pm
abalabahaha commented 8 years ago

Not sure if the others agree, but personally I think this is a pretty nifty feature :+1:

igorantun commented 8 years ago

Looks awesome, I agree :+1:

akpatil commented 8 years ago

This project might even become more interesting to play than the original agario.

huytd commented 8 years ago

Awesome work @underGhost!!!

Feel free to create a PR with any of your idea, there are no limit in the open source world! As long as it not break the gameplay and balance in game :)

Incognitov commented 8 years ago

This sounds great, I think everyone would be grateful! The "Ghost" powerup may even help in doing bots to an extent?

abalabahaha commented 8 years ago

More like making bots will help the ghost powerup

underGhost commented 8 years ago

Thanks guys! I'll have this new es6 version out for testing this weekend and will work on getting these integrated after. Feel free to add power-ups if you come up with some you'd like to see.

Incognitov commented 8 years ago

Sounds great!

Telyks commented 8 years ago

Hi Ghost,

yes, very good approach. Although I think the increase to DOUBLE size or speed would be a bit overpowered. Actually I am new to agario (1 week) and absolute new to huytd (1 day), but I could also imagine some gimmicks and extensions. I just have too little experience in JS to go directly into programming, although I am quite interested and eager to learn.

My ideas would be: 1) To have the different confetti food have misc, but quite minor affect. Like for example

The idea is for small, agile cells to have an advantage by better selecting food with positive effects, while massive cells' movement is hampered. While normal distribution of pellets averages positive and negative effects for bigger cells, clever maneuvering of the smaller cells may leave a higher percentage of "bad food" in the way of the bigger cells. From my current point of view, the effect should be permanent, while the speed bonus could be in relation to the size, having less effect when the cells grow. On the other hand, they are slowed down by size anyway, so maybe not.

2) The viruses might be slightly movable, like the vertex objects in nebulus (the play store app version). When shot at, they get momentum from the bullet and thus be sent towards the opponent. That offers more possibilities for defense and offense strategies.

3) I thought of a new type of obstacle, maybe bacteria (analog to the concept of virus), which is a movable object as described in (2). But when they hit an enemy cell, they stick to it and slow it down, until that player fires an own bullet at the bacteria, pusing it away in the direction of the bullet. For the predator it is easier to catch that cell, but it will also catch the bacteria colony if it consumes the affected cell. Also, the attacked cell may fire the bacteria back, which might end in a bullet fight rather than a slow paced catch race. Sounds complicated, but might be feasible with an entity that's movement points towards the center of the cell, as soon as it "sticks" to it.

I hope this is read at all and sorry if this post might be more suitable as new feature request(s). Please be patient with me if this was not the correct thread/board.

BR Michael

ghost commented 8 years ago

Only if it's off by default and the whole module is toggle-able by powerups: <true|false> in the config