I'm currently prototyping a simple two-player adversarial game, where the players are able to move around and shoot at each other with cannons. I would like the playing area to feel essentially unbounded, but I don't want one of the players to be able to stall the game by just rushing away from his opponent.
The standard solution to this dilemma in the 2D days was to introduce a torus topology: if a player leaves the screen from the top, they enter at the bottom. If they leave from the right, they enter from the left. I am looking for a workable analogon to this system for games played from a third-person perspective.
Technically you can implement this just fine. However, since they lack complete battlefield overview, it will confuse the heck out of the players if their opponent pops out of/into existence.
Currently I'm thinking of combining the following techniques:
- A map that shows top-down overview. This provides the context you used ot have in the 2D game.
- Rendering the closest periodic image of the enemy as solid. This is not necessarily the one in the same "screen".
- Rendering the others as "ghosts".
Will this be enough to make this design work? Can it be made to work better with some tweaks? Is torus topology and third person perspective just a really bad idea?