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Power-ups

Open underGhost opened this issue 9 years ago • 10 comments

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:

  • [Mushroom] - Same as bullet food. Increases your size when consumed.
  • I may have this temporarily, for 5 seconds, increase your size to double that allows you to consume another cell, but not get their mass.
  • [Boost] - Increases all of your cells speed for 5 seconds.
  • [Shield] - Prevents you from being consumed/ hurt by viruses for 10 seconds.

Possible Future power-ups:

  • [Ghost] - Copies all cells into an ai so opponents can't tell which is the real player. Can't consume ai.
  • [Freeze] - Gives you one shot with bullet food to freeze opponents. Would last for 5 or 10 seconds.
  • [Hook] - Pulls in nearby opponents for 5 seconds.
  • [Portal] - Randomly teleports player to another place on the map.
screen shot 2016-01-27 at 2 02 38 pm

underGhost avatar Jan 27 '16 22:01 underGhost

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

abalabahaha avatar Jan 28 '16 04:01 abalabahaha

Looks awesome, I agree :+1:

igorantun avatar Jan 28 '16 04:01 igorantun

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

akpatil avatar Jan 28 '16 06:01 akpatil

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 :)

huytd avatar Jan 28 '16 06:01 huytd

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

Incognitov avatar Jan 28 '16 06:01 Incognitov

More like making bots will help the ghost powerup

abalabahaha avatar Jan 28 '16 07:01 abalabahaha

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.

underGhost avatar Jan 28 '16 16:01 underGhost

Sounds great!

Incognitov avatar Jan 28 '16 16:01 Incognitov

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
  • red (yummy) would make you grow by two food
  • green (poisoneous) would make you shrink by one food
  • yellow (lightning) would increase your speed by 5% per pellet
  • blue (ice) would decrease your speed by 5% per pellet
  • other colors may be neutral or combine the above mentioned affects into extremely helpful (+food/+speed) or devastating (-food/-speed) pellets to eat - with (food value/speed)

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.

  1. 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.

  2. 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

Telyks avatar Mar 26 '16 21:03 Telyks

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

ghost avatar Apr 18 '16 10:04 ghost