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The following is a more detailed description of TEMBLOR-ball.
TEMBLOR is an American word for "earthquake" and is (here) an acronym of Total, Entire, Monstrous, Bad Lack Of Rules. This is exactly how this game is thought to be (almost).
Overview
TEMBLOR-ball is a mix of rugby and fighting and goes off like
this:
-
In principle there can be an infinite number of teams with an infinite
number of players on each team on the field (the number of teams and
players are decided by the user).
-
The field is an
equilateral polygon with as many sides as teams. Each team 'owns' one
side of the polygon: The 'borderline' of the team.
If there's only 2 teams, a square will be used and each team get either 1 or 2 sides
each depending on the choise of the user.
-
There is 1 ball. Not 42 balls but 1 ball. 1 shall be the
number of balls in the game.
- The aim of the game is to take the ball and run over the opponents
borderline. If you succeed, the opponent team loses a point (of course
the user has the opportunity to use only a part of the sides of the
field as goal). If a team loses all its points, it's out of the
game. When there's only one team left the game is over (and the
remaining team has won, actually). If there's a time limit and the
time runs out, the winner is the team with the most remaining point or
the team that has taken most points from the other teams (depending on
the type of game selected by the user).
It is also possible to
play without the princip of decreasing points, so a team instead gets
a point by making a goal. Of course the time limit is mandatory in
this case.
So there's four ways to play:
- Decreasing score / no time limit (last remaining team wins)
- Decreasing score / time limit / highest remaining score (or last remaining team) wins
- Decreasing score / time limit / most goals (or last remaining team) wins
- Increasing score (time limit, highest score (i.e. most goals) wins)
Of course there's no practical difference between no. 2 and 3 if there's only 2 teams.
-
You have the opportunity to make use of all sorts of weapons,
special-moves (as in fighting games) and violent behaviour in the
game. In the first versions, you'll only be able to punch, but I hope to add the rest.
The following will never come true. It's too complicated for me, but it was the idea, when I started the project.
List of miscellaneous something
In addition to the mentioned things, TEMBLOR-ball should contain the
following things when finished:
- Multiplayer support.
- Nice sounds and graphics (you'll see why I mention this when you
see the game).
- Optional commentator (a former soccer-commentator and a
piranha-fish constantly arguing and talking about things that don't
neccessarily have anything to do with the game and never what
happens in the game at the moment).
- En elg, der hedder Albert.
- Game music will be your own cd's or mp3/ogg-files (heavy metal recommended).
- ...and many other things I forgot to mention.
Platform
The game will be running on Linux (and hopefully BSD), but I will try
to design the code so a Windows port will be possible some day.
License
After lot of considering and reading the game is released under the
GNU General Public
License. Why? Because I'm mad enough to do it! The first files in
CVS were released under the MIT Licence because I was in doubt and
wanted to be able to change it later. I wondered what would happen, if
I one day had to write a proprietary program and couldn't even use my
own code. But why should I write a proprietary program when I like the
idea of Free Software so much? The perfect world is a world where all
software is GPL licensed!
Utopia
This was the original idea, but forget it: It's too complicated for me.
The interesting part
The special thing (i guess) about TEMBLOR-ball is that the handling of
the players are scriptbased (MzScheme) which creates
a potential of a wide gallery of characters. The possibilities of
influencing the game through the players will hopefully be
unlimited. The weapons should also be programmed like this.
Thanks to Mugen for inspiring this idea.
The interface
The user-interface will be scheme-console-based (I will add an optional GUI
some day, but while the game is under early developement I don't think
there will be any need of user-friendlyness). Starting the game from the
XTerm you will be able to switch scheme-console so you can hack the
game (like executing a thread that slowly drains healthpoints from
your enemies).
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