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03-30-2014, 09:49 PM
(This post was last modified: 03-30-2014, 09:52 PM by Gad.)
(03-30-2014, 08:53 PM)YinYin Wrote: My score is -22 :C That's not even a score.
(03-30-2014, 08:53 PM)YinYin Wrote: I think for the general game design you would be better off putting some obstacles between the paths (giant rocks or something).
Just so it makes some sense that enemies are following the paths instead of running over the grass like you Thought of that, might do but not neceserrly.
(03-30-2014, 08:53 PM)YinYin Wrote: They wouldn't have to cover the entire space between the paths, so the player can still take slight short cuts over the grass.
You could also use these elevated places to place the ranged support - so only the player hero shuffles along the same paths as the opponent, while helping Hunters/Sorcerers(/Jans?) can shoot from above. The game is pretty hard writen in X and Y cords only. I don't feel like I need primarly I don't feel like I want to rewrite the engine partially to make Z axis.
(03-30-2014, 08:53 PM)YinYin Wrote: I would also change them from having a direction into having a range. Just let them shoot at an upwards angle to have the projectiles fly at the enemy in an arc. Because right now a Hunter with a fixed direction is utterly useless. (03-16-2014, 07:38 PM)Gad Wrote: ... you will have several turrets to use. Some of them will work entirely different from the hunter - melee and aerial effected attacks.
Different turrets setups for each map will be welcome and expected. or direct targeted, chasing perhaps
I find this system nice and challanging.
(03-30-2014, 09:26 PM)LutiChris Wrote: YinYin Wrote:is the player perhaps the real villain? killing people who are taking a peaceful hike in the park ...
@YinYin: oh my gosh that would be cool.
@Gad: what about instead of Deep, It's Julian + minions that you will have to use to guard the hideout
and you are trying to defeat all the character's from getting to Jan or townspeople or whatever victims that are tied up with rope being set free by the hero's. I've got my own plot for the story, but I'm not sure If I'll be able to tell it to player through game. Might take some time to create pretty simple cutscenes, but still.
The main thing is kinda based on Julian's return. After he reborns he summons all of his previous subordinates. Then you go to step them from reuiniting into a giant army.
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03-31-2014, 10:07 AM
(This post was last modified: 03-31-2014, 10:09 AM by YinYin.)
(03-30-2014, 09:49 PM)Gad Wrote: (03-30-2014, 08:53 PM)YinYin Wrote: My score is -22 :C That's not even a score. I kind of don't really like tower defense games, hence I didn't play very well. At least I didn't 'die'. And without knock back this isn't fun to me at all.
(03-30-2014, 09:49 PM)Gad Wrote: The game is pretty hard writen in X and Y cords only. I don't feel like I need primarly I don't feel like I want to rewrite the engine partially to make Z axis.
... you will have several turrets to use. Some of them will work entirely different from the hunter - melee and aerial effected attacks.
Different turrets setups for each map will be welcome and expected.
or direct targeted, chasing perhaps
I find this system nice and challanging. Oh I didn't think a real Z axis would be necessary. Just adding an arching offset to the y value and only let the projectile hit within the very last stretch before it smashes the ground. Jans Devils could certainly use that. I just feel the extra step of correctly rotating your turret before you place it under pretty frantic and time critical circumstances makes this unnecessarily difficult (and punishing if you get it wrong, lots of money wasted). You could at least have the Hunters turn on their own or think of a more versatile input than cycling through rotations with just one button.
edit: I just noticed the Hunter shooting right has a faster rate than the one shooting down ... dandy.
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03-31-2014, 11:37 AM
(This post was last modified: 03-31-2014, 08:32 PM by Gad.)
(03-31-2014, 10:07 AM)YinYin Wrote: edit: I just noticed the Hunter shooting right has a faster rate than the one shooting down ... dandy.
Thanks for that, I was missing a lane.
Added some new units like skullbandit and justin mage.
also started working on knight
Took me about an hour... I think I overdid it a little ;D
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Just to make you believe the work is still on:
We're not only going to fight against original charas. Julio's up and ready to go.
Also I'm really reprojecting the whole game mechanisms, the gameplay will entirely change.
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Nice, but why change the game mechanics? Care to tell us how the game is going to play now?
Thanks! And keep this up!
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is this gonna be a cellphone game
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About previous post - I wanted to change the gameplay entirely, but I won't. Why? As long as I will be going forward with the project there will always show up some new ideas. If I wanted to add them all I would never finish the code. So we're sticking with what we have.
On the other hand: This is still not the end. The project isn't dead. I just have a lot other things to to nowadays.
Anyway I try to make progress regularly. It's not much, but there's Map system already, where you can choose unlocked levels, some new effects. Currently working over items system, which will be not as random as I wanted. It will be mainly founded over the shop. You will be able to buy one-time or permanent boosts for 'shields'.
Shields will be obtained on finishing level. You can't get more than 5 shields from one level (you can beat up your score up to max to get 5 stars, or you can get 5 immediately, if you're good enough to beat level perfectly at first try)
You will also be able to get them while playing 'survival' mode, which will be spawning enemies randomly on the arena.
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Finally, LFE works again.
Ok. I have a job right now, but after it I'm all free, so I daily find some time to code.
Sorry, but I abandonned everything.
Why?
New system - much quicker and CUSTOMIZABLE (similiar to lf2 dc), way faster, using lf2 sprites.
For now can't say much - just check things out.
Two versions to test out-
The old one with injure system (left mouse button): https://www.sendspace.com/file/fvagch
The newer one with selection and target setting system (left/right mouse button): https://www.sendspace.com/file/sqcaxb
Current frame handling system (not everything is functionally yet, but most is): http://textuploader.com/kfym
I am really close to ending up the engine. All I need after this is to make some sample levels, after that anyone will be able to code and sprite up their own lf2 tower-defence characters and stages!
If you ever missed any usable tag at frame-coding in lf2 - post it up! I'm open for sensefull ideas!
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That's really some cool stuff.. but what about space fighters and the Julian mod?
Quote:but I abandonned everything.
Does that include Space fighters and Julian's Rebirth?
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At Julian's Rebirth - I wait for some guys (not pointing with fingers) to do the DC job I gave them. Sprites mainly are done.
At Space fighters - will try to work over this after i finish up this engine. Shouldn't take too long.
I was always very lazy with common data-changing stuff, that's why it's going on so slow. It just doesn't give me much fun when I have to work over the data all by myself. I'm rather into sprites and projecting. ;d I believe that if some guys can help me this might get finished.
But I don't want to discuss about it here. If you have more questions bring it to the exact topic of forum.
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