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The Giant Gamemode Topic
Welcome to The Giant Gamemode Topic
As of the positive reactions by Brouns, Geert to make it sticky and others on The Great Powerup Topic, I decided to make an equal topic for Gamemodes. A second reason is that I found the previous topic to be very productive. Forgive me the lazyness of using exactly the same sentences in this topic :D
The goal of this topic is to list all the current and coming ideas about gamemodes in one, clear thread. This will make it easier for the programmers to see what players find interesting regarding gamemodes and saves you and me the hussle of commenting on all threads about gamemodes.
This post is solely meant for gamemodes, excluding ideas about powerups, perks or achievements that may or may not come in the future. Ofcourse, the gamemodes can be used as a base for any of the previously mentioned.
I will try to keep this initial post up-to-date with ideas that will come. To do this, all gamemodes will have an according number, e.g. “3” and all variations of the basic gamemode will have a subnumber, e.g. “3.3”. Please post according to this system, this will make it easier for me to update this topic.
Gamemodes can be classified in the future. I am not yet sure how to do this. Maybe classifications as No-Items, or Normal would do. Please come with ideas on this matter.
1. Fun Mode by CEM_Krass and others
1.1 A gamemode which does not affect your ranking. Useful in combination with other gamemodes.
2. Moving Boundaries by floa (originally intended as a powerup, I decided it would be more fitting as a gamemode)
2.1 Boundaries move slowly to the inside. This gamemode requires a bigger square than normal.
2.2 Boundaries move slowly to the inside untill a certain point and then move back to the outside.
2.3 Boundaries move slowly to the inside, removing all lines and powerups, untill a certain point and then move back to the outside. It will cleanse the field a bit every time.
3. Boundary Gaps by floa
3.1 In this gamemode there are gaps in the boundary that will let the player pass through it and emerge out of the opposite side of boundary.
3.2 In this gamemode there are gaps in the boundary that will let the player pass through it and emerge randomly out of another gap in the boundary.
4. Racemode! by Mangolo post #14
4.1 Each player has it's own path seperated with small lines. The screen moves to the right and obstacles will be equally spawned for every player. The survivor is the winner. If you are really luck you can get in anothers path with a hole in your line or possibly with items.
4.2 Each player has it's own path seperated with small lines. The screen moves to the right and obstacles will be randomly spawned for every player. The survivor is the winner. If you are really luck you can get in anothers path with a hole in your line or possibly with items.
4.3 Each player has it's own path seperated with big lines impossible to cross, maybe an item would do the trick. The screen moves to the right and obstacles will be randomly spawned for every player. The survivor is the winner.
4.4 Each player has it's own path not seperated with lines. The screen moves to the right and obstacles will be randomly spawned for every player. The survivor is the winner.
Note: Difficulties Easy, Medium and Hard could be added. Determing the amount and maybe even the shape of obstacles.
4.5 Keep Up! by Nibri post #27
Players have to keep up with the scrolling screen. Hitting the wall will not result in dying, instead, the player is bounced backed according to angle of incidence = angle of response. Obstacles will come time after time to slow players down. Opponents lines are not solid, so players can move through these. The Green Speed Powerups and the Red Slow Poweups are very useful, as they allow you to get into the Fast Forward Zone before anyone else, where, if one should get there, will make the screen scroll at 1.5 times the current speed! As the game goes on, the speed slowly increases. Also, the screen will show an icon showing an arrow at times and flash every second. After three flashes, the screen will scroll in the direction of that arrow, at the opposite direction is the redwall. Should a player touch the redwall, he/she will lose. At the start of the game, the redwall is at the left.The last player standing wins.
5. Big, Bigger, Biggest! by me ;)
5.1 Players will grow in thickness lineary, becoming fatter and fatter. This gamemode requires a bigger screen than normal.
5.2 Big to Small: Players start Really big and will decrease in size. This will result in longer games.
6. Mountain Mode by mue
6.1 A height map added to the normal square map in wich players speed will be affected when going down or up, accordingly, the speed will increase and decrease. (A bit hard to implement I guess)
7. Boost Paths by Brouns
7.1 Randomly placed boost paths will increase the players speed when crossing it.
7.2 Randomly placed boost paths will increase the players speed when crossing it. Slow paths will decrease player speed when crossed.
8. Instant Respawn by iain17 It exists and is fun! http://cdn.fupa.com/swf/achtung-die-kurve-flash/liten.SWF
8.1 When a player dies, he instantly respawns on the field. His old line will be erased. The other players will get a point.
9. Obstacles by Mangolo and others
9.1 Obstacles that are randomly placed on a field, to increase difficulty.
10. Tron not to be claimed by anyone ;)
10.1 Based on the Tron game, in wich players can only make 90 degree turns and start to move vertically or horizontally.
10.2 Players can only make 90 degree turns, but do not necessarilly start moving vertical or horizontal.
Note: In this gamemode a powerup to the 'normal' moving mode could be interesting.
11. Timer and Points by salietje http://curvefever.com/content/more-gamemodes
11.1 The game always lasts a certain amount of minutes (5 min), whoever is first then, wins. Rules of respawn apply.
11.2 All players get a timer, when you die the your timer stops the time. You need to wait till 1 player survives the game (just like the games of nowadays) and then in next game the timer continues and stops again when you die. The player with the largest amount of time collected after 10 rounds, wins the match. The winner of a game gets an extra second of bonus time, expressed in a little victory round, like it is nowadays.
12. Powerup Specific by i Skillsz
12.1 Each powerup has its own color equal to one of the players in a match. This powerup will affect the player with the same color as the specific powerup. e.g. A yellow slow powerup will make the yellow player slow.
13. One Finger by 2fast4u (I think I understood this gamemode differently then it was intended)
13.1 You are only able to make your turn to the left OR to the right. Depending on which button is hit first.
14. Capture the Flag by me ;) (I already forgot about it xd)
14.1 Each player starts at a fixed position in a larger circular map. The flag is in the middle, but is protected by randomly spawned objects that will form some kind of maze. The player who reaches the flag first wins.
14.2 Each player starts at a fixed position in a larger circular map. The flag is in the middle and is NOT protected by randomly spawned objects. The player who holds the flag will gain time in seconds. When a player dies, he will be respawned after 3 seconds and his line will be erased. If a player dies while holding the flag, the flag will be dropped and spawned at a random position. The player who holds the flag for a total of 30 to 90 seconds wins the game.
Note: This gamemode will be perfectly playable in teams.
14.3 by Viigoo post #38
Team Hot starts at the right side of the map, Team C.ool at the left side (same as team game). Two Flags are placed in the very edge of the map, opposite to your team's spawn location. Death players' lines will be erased. The team which conquers the other team's flag first wins.
And most important, what will force you to use your brain while fighting, the end of your snake will erase just like in old snake games. (This will make the game more strategic at this point - you cannot rush all and... oh just use your imagination).
14.4 Team Hot starts at the right side of the map, Team C.ool at the left side (same as team game). One Flag is placed in the center of the map. Death players' lines will be erased. The player who holds the flag will gain time in seconds for his team. If a player dies while holding the flag, the flag will be dropped and spawned at a random position. The team which holds the flag for a total of 90 seconds wins the game. If you are in any zone for more than 5 seconds, you will automatically die, to prevent circling around the flag.
And most important, what will force you to use your brain while fighting, the end of your snake will erase just like in old snake games.
15. Differently Shaped Maps by <someone I forgot the name of>
15.1 The previously mentioned Circular map.
15.2 Triangular map
15.3 Rectangular maps
Note: This could become an unending list of possible geometric figures. So let's stop here.
16. Equal Squares by me ;) post #2
16.1 Each player will get it's own little square to play in. The goal is to survive and the challenge is to use your space most effectively. Note: Items could best be disabled, as the playfield for each player is already very small.
17. Super Steering by me ;) post #4
17.1 In this gamemode players can steer very precise, making very small turns. Space can be used even more effective and games are intended to last longer. Maybe a slight decrease in speed would add even more precision.
18. Power Teams by konecHarry post #7-10
18.1 Team mode where the teams have different types of snakes with each team it's own power. E.g. Team Hot will have snakes which can make better turns, Team Cool will have snakes that move a bit faster. After 5 games, powers will change. (discussing about types or random powerups)
Possible type combinations will be:
a. Positive Effect
b. Negative Effect
c. Combination of two 'Slightly Less Better' Positive Effects
d. Combination of two 'Slightly Worse' Negative Effects
e. Combination of one 'Slightly Less Better' Positive Effect + one 'Slightly Worse' Negative Effect (a Combination of both Counterparts is not possible)
List of Positive Effects:
1. Steering Improvement
2. Speed Improvement
3. Decrease Line Width
4. Larger Holes
List of Negative Effects:
1. Steering Decreament
2. Speed Decreament
3. Increase Line Width
4. Smaller Holes
As an example, a possible type: ['Slight Speed Improvement' + 'Slight Steering Decreament']
18.2 Team mode where each team has a random powerup active during an entire game for 3 games.
18.3 Power Team by Viigoo post #40
One member of each team has special effect (for 1 round/whole game for example). This speciall effect would be let's say... - slow 50%.
The point is that you will have to protect the slow one from being destroyed by (faster) opponents. The key to win (but not necessery!) is either to kill the opposite "snail" or make as much space for your own "snail" so he can "camp" longer.
19. Collector by me ;) post #13
19.1 Players need to collect randomly spawned items in the shape of little diamonds () to gain +5 points. A new diamond appears when the last one is collected. Rules of instant-respawn apply to this gamemode, but a death will cost you -1 point, your line will be erased and you will spawn at a random location after 1 second. The player who collects (NumberOfPlayers*10 - 10) points as first will win.
19.2 Players need to collect randomly spawned items in the shape of little diamonds to gain points. Green diamonds () are worth +1 point, Blue diamonds () +2 and Red diamonds () +3. All three diamonds are simultaneous on the screen. A new colored diamond appears when the last one of the same color is collected. Rules of instant-respawn apply to this gamemode, but a death will cost you -1 point, your line will be erased and you will spawn at a random location after 1 second. The player who collects (NumberOfPlayers*10 - 10) points as first will win.
20. Ninja Mode by Mangolo post #14
20.1 You can't see whenever a powerups ends, all players are the same color and only certain powerups that are 'Ninja' enough will be spawned ('Ninja'-powerups to be defined). This mode is for every game mode, you can activate this in the gameroom just like fitting.
21. Get Him! by Mangolo post #16
21.1 All player are after 1 player, the one player is slightly faster, steers beter and is thinner than all the other players. Its like team mode except 1 team has only 1 player. The score is the same as teammode.
21.2 Team-Tag by Brouns post #46
One player is 'it' and when he's killed by someone, that someone is 'it'. Whoever has managed to be 'it' and stayed alive the longest after 10 minutes, wins! Players respawn of course.
21.3 The Survivor by Quixy post #47
When the game begins, 7 players have the goal to kill 1 player. The player who is alone is the survivor has the goal to stay alive as long as possible. When he dies, his survived time will be notated. After 24 games everyone was 3 times the survivor. The total survived time will be count and the player with the most survived time wins!
22. Teammode Suggestion: 2v2v2v2 by Mangolo post #16
22.1 Four/three teams so it is 2v2v2v2, or 2v2v2.
22.2 by Geert post #39
I was actually thinking for team play to alternate every round where you start. So first round left right, second round 1 quadrant versus another quadrant (very localized) 3rd round random (as in FFA) and then back to left right again.
23. Dodgemode explaining picture: http://i47.tinypic.com/paohc.jpg all by Mangolo post #16-23
23.1 Players need to survive in an arena where 'dodgelines' come straight out of the left wall, moving to the right. These dodgelines grow in thickness where they emerge from the wall, so that the head will be small and the tail thick. They will have holes like playerlines and their maximum length is the width of the playfield. The dodgelines will disappear in the right wall. New dodgelines keep emerging from the left wall during the entire game. The moving dodgelines erase playerlines when crossed. Player lines have a maximum length of 1/4 of the playfield.
Note: Easy mode explained above, Hard mode: Dodgelines also appear from the right wall, moving into the left wall.
24. Lowest powerup mode by salietje post #25
24.1 Only the lowest player of the game can get powerups. e.g. 5th place player of 5 player game. Player who left don't count.
25. Disorientation Mode by Nibri post #27-30 [Unfinished!]
25.1 After 30 seconds, 2 randomly chosen effects will be activated. After every passing 30 secs, another randomly chosen effect will be activated. This is designed to make more players crash if the game continues for too long.
The current effects are: (reply to add more, make clear it's about powerup 25)
1. Spinning Arena: the arena spins around it's centerpoint, so that the boundaries will move clockwise
2. MEGA Rainbow colors: snakes change color with a frequency of 2 seconds, until the end of the game
3. Color scramble: Players original color is switched
4. SUPER Rainbow colors: improves MEGA Rainbow, snakes change color with a frequency of 1 seconds
5. Screen stretch: increament of the playfield's width
6. Random Troll face appearing on screen for 1 second (Problem?)
7. ULTRA Rainbow colors: improves SUPER Rainbow, snakes change color with a frequency of 0.3 seconds
8. Screen flip horizontal
9. Screen flip vertical
10. Random Troll face appearing on screen for 5 seconds, with the text "Problem, [playername]?"
11. Forever Alone Face appearing for 10 seconds, covering all opponent lines, but not your own
26. Practicing Map by Viigoo post #37
26.1 You could use your own "practicing map" - with many obstacles so you could practice your skills. For example driving through narrow passage, or with many holes. The map is for 1 player, or with friends (map divided into parts).
27. Fixed starting positions by Viigoo post #37
27.1 All players start at the center of the map.
28. More Holes by Viigoo post #37
28.1 Gamemode with increased appearances of holes in player lines.
29. Kill the enemy by Quixy post #45
29.1 In Kill the enemy you must ensure that your enemy dies as fast as possible. If your enemy dies as first, you will get 7 points. But watch out! Someone else has also the mission to kill you! So, everybody will have an enemy! Each round your enemy will change, so you always must murder someone else!
Why this gamemode? I often hear that people who play Achtung die Kurve are complaining that people always camp! In this gamemode is camping not clever, because you have to kill your enemy! This makes the game more exciting and your skills are put to the test.
How do I exactly know what enemy I have to kill and which player has to kill me? Below the scoreboard you can see a clear schedule which says who you have to kill and who must kill you. You also can see how other people have to endure. Picture: http://i47.tinypic.com/fksmfp.png
29.2 Same as 29.1, except you don't know who wants to kill you and everybody is the same colour except for you and your target. When the game ends, original colours fade back for several seconds, to observe gameplay.
29.3 Team version, kill the king by ADKPro post #78
A random player of team hot and a random player of team cool are the kings. Kill the king of the enemy team to win.
30. Kill Frenzy by Brouns post #46
30.1 Points are counted depending on how many people you kill.
31. Collect: 'Curve Fever' by Pandemic post #55
31.1 Each team has to collect the words 'Curve Fever' (so 1C, 1U, 2R, 2V, 3E, 1F) by collecting these randomly spawned (blue) letters. If you already have the maximum number of letters, you can still take it to prevent the other team of getting it. A round continues untill either all players are dead (then the next round starts) or the word is collected by one team and the game ends. The team who wins a round gets a missing letter as a bonus, so staying alive as long as possible is as important as in a regular team-game!
So it is a normal team-game, but this collecting-objective replaces the 'First to reach 10' game end.
In addition to make this game more fun, 3 sorts of powerups should be made soley for this game:
32. Turn Gamemode by benniegek post #62
32.1 In this gamemode you play with 90° corners instead of the normal round curve.
Powerups like Sharp Corners are disabled, instead this gamemode adds 4 extra powerups that manipulate rotation:
If your rotation gets higher than 150°, it turns around to 30°. The same counts if you get lower than 30°, it turns around to 150°.
At the head of your curve are two subtile indicators that tell you what kind of turn you will make when your press left or right.
33. Gamelength Slider by benniegek post #67
33.1 An extra slider option to increase or decrease the amount of points to win a game. (Or another victory condition)
34. Snake mode by benniegek and Pandemic post #69,71
34.1 When you pick up a diamond/blue circle you grow 1 in size, but the amount of points you get is your length +1.
If it goes like that, then first to 50 is possible, as staying alive is still awarded but games will not take forever to finish.
35. Camp Records by Fire and Alfy post #73
35.1 A 1-player gamemode to test your camping skills. Get the highest time by staying alive on a full scaled field without items. Saves your best time ever and compares or updates this with your newest run!
Also see: http://curvefever.com/content/camp-records
36. Training Room by LordEdems post #73
36.1 A singleplayer gamemode to test a range of skills. Including playing under self ingame controlable circumstances, e.g. playing fat or at high speed, and/or random circumstances, e.g. randomly activating powerups to test reflexes. Also includes random dangers that appear on your path, for example obstacles, that can be lines (with holes), or other forms.
Also see: http://curvefever.com/content/training-room
Gamemodes may be even more awesome than powerups! So now it's your turn to come up with some new ideas! Get crazy and post below or comment on the gamemodes above! Just remember to explain clearly what you mean with your gamemode, adding examples will do the job most of the time. If you don't like gamemodes, please post constructive criticism or reïnvent the gamemode to your taste! ;D I'll try to add them to this list!