Phantomboy wrote:You could have some sort of self-made timer. For the visual side, have a timed run power-up which does not adjust the running speed at all, but has a very long duration set. Then, essentially build a large hidden corridor of several Atmoballs, lined up to all get pushed into the attackers teams coloured goal when that amount of time has elapsed. So that, the attackers will win if they are able to score before all of the Atmoballs are released into the goal, but if not-- the round will end itself automatically.
I did experiment a bit with that idea. Here's what I found for future crazy ones who want to do their own scoring:
- Hitting or moving an Atmoball doesn't neccessarily grant you a goal, you have to touch it with your body first for it to count.
- When someone has touched an Atmoball, moving platforms do no longer recognize it and will literally just phase through it. "Untouched" Atmoballs work fine though.
- Regardless of whether they're touched or not, gravity areas will always recognize Atmoballs. Same thing goes for teleporters. Gravity areas can also be set up so they only move interactives (including Atmoballs).
Based on that, I now got a prototype scoring thing setup:
- One Player gets teleported into the contraption and falls on an Atmoball, thus "claiming" it.
- As soon as the player touched the Atmoball, a gravity area activates, dragging the ball into a teleporter which leads to a goal. Teleport can be timed or triggered.
- Player exits through another teleporter in the floor, unaffected by the gravity area.
The whole contraption looks like this:
Now, time to implement this into a working scoring system.
By the way, I have no idea how reliable that is in Multiplayer, so this could be a total flop.
Thanks for the idea Phantom!