The Ultimate Site of Worms Armageddon

Worms: Armageddon => General discussion => Topic started by: Kradie on April 02, 2019, 03:28 PM

Title: Real time mode in Worms Armageddon?
Post by: Kradie on April 02, 2019, 03:28 PM
We may have come so attached to the schemes we play. Do you think they will be neglected in favor for real time implementation to Worms Armageddon?
Title: Re: Real time mode in Worms Armageddon?
Post by: j0e on April 02, 2019, 05:34 PM
Could colonization of other solar systems interfere with colonization of Pluto? I don't think we'll ever get realtime support unless WA gets open-sourced. Either way it's a long way off.
Title: Re: Real time mode in Worms Armageddon?
Post by: h3oCharles on April 10, 2019, 07:20 PM
it will have its purpose, but Worms is Worms - the classic will stay with old-schoolers, whether it be returning or active players

as for schemes go, so far you can have your usual normal remixes, real-time rope/chute/jet/walk races, in-game map making, ... idk
scheme creators might find something nice, but Worms at it's core will remain as a turn-based strategy game
Title: Re: Real time mode in Worms Armageddon?
Post by: shmug on May 17, 2019, 03:08 AM
I'm just curious what people will come up with

Real time racing is obvious

What else?
Title: Re: Real time mode in Worms Armageddon?
Post by: Sensei on May 17, 2019, 05:33 AM
I'm just curious what people will come up with

Real time racing is obvious

What else?

When you say racing, you might think only about rope.
But there's whole abundance of schemes with same philosophy.

Boom race, battle race, jetpack race, parachute race, supersheep race.. What about golf or some crazy variant of capture the flag, forts, mine madness..

And we're talking only about schemes that already exists.
Ppl probably thought rubberworm was not gonna change much and that WA can't be optimized further.. but you can see how many positive things came out of that module in recent years.
Title: Re: Real time mode in Worms Armageddon?
Post by: skunk3 on May 17, 2019, 08:25 AM
If there is a realtime mode ever implemented in the future, I'd like it to be sophisticated enough to not merely be all players taking turns at the same time, but editable to a degree. For example, in a 3 vs 3 match each turn is one player from each team.
Title: Re: Real time mode in Worms Armageddon?
Post by: Xrayez on May 17, 2019, 09:05 AM
Real-time mode would require significant rewrite I suppose (to support all features), as the underlying architecture was made to work in modem era (https://www.sciencedirect.com/science/article/abs/pii/S0920548900000660) which didn't allow to synchronize game between players in real-time. Modern games take advantage of high-speed Internet so you see more games shifting towards real-time experience. Some RTS games could still use the technique as in Worms to optimize the sheer amount of data needed to synchronize players. For instance, imagine the case with thousands of units (https://www.gamasutra.com/view/feature/131503/1500_archers_on_a_288_network_.php). Both techniques have their pros and cons.

There are two aspects of this: the gameplay and the actual architecture. Turn-based and real-time modes could co-exist just fine if the architecture was made real-time from ground-up as turns could be still processed in real-time, but not the other way around.