Why not just finish that spaceship game you were working on? It'd be more interesting, and probably less frustrating, than trying to update AA, after all the major changes to Spring since you started your sabbatical. A lot has changed, and not taking full advantage of that would be kind've pointless, tbh.
Post subject: Re: Next version of AA, what should it be called?
Posted: 28 Dec 2007, 20:38
Joined: 16 Oct 2004, 18:40 Location: Canadian moral high horse
My main concern was that they're listed together on UF so it's very confusing to see version numbers all over the place. Now that's been cleaned up so all is well.
The spaceship game requires hitboxes and a sensible implementation of loopbackattack.
Post subject: Re: Next version of AA, what should it be called?
Posted: 28 Dec 2007, 22:57
Evolution RTS Developer
Joined: 17 Nov 2005, 02:43 Location: Internet Haet Machine ... Second only to Bruce
Those look really nice caydr.
I would say stick with AA. If you would be so kind as to bring back the glory days of 1.43 without the op bladewings, I will love you forever. That version was damn near perfect imo.
Oh and it would be really neat if there was a way to balance it out so that you could speed up constructors more. I would say that one of my key frustrations with *A mods is the fact that the cons move... so... slow......
Case in point - CA.
I do look forward to the comeback of AA, interestingly enough...
Post subject: Re: Next version of AA, what should it be called?
Posted: 28 Dec 2007, 23:09
Joined: 16 Oct 2004, 18:40 Location: Canadian moral high horse
I'll see what I can do about speeding up constructors, I agree the game can be boring waiting for them. I think the main issue is their turn rate rather than their actual movement rate, right?
Next version's nothing as simple as reverting the bad changes, I'm moving things forward in a few ways... Something I'm really concentrating on is making the sides actually different in important ways. Core has specialties, Arm has specialties... They have clear design priorities rather than "emg shoots faster, but laser does more damage, but this balances out 99 times out of 100".
My avatar is one of the new units I'm most interested in seeing used... There's nothing quite like it.
Post subject: Re: Next version of AA, what should it be called?
Posted: 28 Dec 2007, 23:26
Evolution RTS Developer
Joined: 17 Nov 2005, 02:43 Location: Internet Haet Machine ... Second only to Bruce
Caydr wrote:
I'll see what I can do about speeding up constructors, I agree the game can be boring waiting for them. I think the main issue is their turn rate rather than their actual movement rate, right?
Next version's nothing as simple as reverting the bad changes, I'm moving things forward in a few ways... Something I'm really concentrating on is making the sides actually different in important ways. Core has specialties, Arm has specialties... They have clear design priorities rather than "emg shoots faster, but laser does more damage, but this balances out 99 times out of 100".
My avatar is one of the new units I'm most interested in seeing used... There's nothing quite like it.
Sounds like a plan. Yes turnrate has a lot to do with it, as well as acceleration. An accel of 0.05 (making up numbers here) essentially makes the unit worthless. Personally I prefer 0.2(not for absolutely everything, just a basis for movement balance) as a base number, because it allows the unit to respond nicely without looking fake and cartoonish.
BTW, if you don't mind straight ripping out of Funta... I would like to see the core titan and the arm traq from funta make it into AA some way. I really like those units, and they should be mostly set up so that transplanting them wouldn't require much work. Also, on that note, there are a lot of 3rd party units that have seen very little use anywhere else in funta. Oh and all of them have proper scripts and such.
sorry about the monster pm :/
Unrelated note: Man those groundplates look really nice.
Post subject: Re: Next version of AA, what should it be called?
Posted: 28 Dec 2007, 23:41
Joined: 22 Feb 2007, 22:43
Seriously, welcome back Caydr. Looks like you are back for good this time (and you brought some hawt new toys). It also appears you buffed up your skills in your absence. I haven't felt this way since the first day AA was released for Spring. I'm giddy, dammit! I'm sure some will try to run the GoA (Godfather of Annihilation) off, but listen not! You are long overdue for a comeback. Now if only you could yoink some of the goodness from the other AA derivatives (i.e. effects, tightened balance, etc.). Will this new AA be continued from where you left off, or will you be taking cues from BA, CA, FunTA, etc.?
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