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Re: Tower Defense thread.
Posted: 24 Apr 2009, 14:48
by Pxtl
Actually, I don't think that's appropriate for this. The new co-op system is just commshare with 2 comms (1 per player), isn't it? For TD, it sounds like typical Commshare would be it.
Re: Tower Defense thread.
Posted: 24 Apr 2009, 14:54
by smoth
pretty much it. I think I have an idea though on how to make co-op work a bit better than it does now.
I am just writing notes this isn't the way it will definitely work just some thoughts that i don't want to forget.
Currently coop is an issue because the player who choses the start point will likely have all the points because he will kill the most.
rather than have the resources be a single player have it based on allies.
for each ally increase the strength of the spawns... say .75 per extra player so 2 players would yield a 1.75 boost in hp
Re: Tower Defense thread.
Posted: 24 Apr 2009, 15:10
by REVENGE
Pxtl wrote:Actually, I don't think that's appropriate for this. The new co-op system is just commshare with 2 comms (1 per player), isn't it? For TD, it sounds like typical Commshare would be it.
Yeah fuck me, I should not post on any forums anywhere when I haven't slept and it's 6 AM.
Re: Tower Defense thread.
Posted: 24 Apr 2009, 17:23
by smoth
no, no, it is ok, I am glad people are trying to help! Much better than MAKE IT SMOTH! MAKE IT NAO!
Re: Tower Defense thread.
Posted: 24 Apr 2009, 18:09
by Guessmyname
On the coop health boost thing; you've have to be really careful with the numbers or you'll get the inverse problem: holding the spawn won't garner any kills, just soften them for the turrets further down the line. Perhaps making the players take turns to place their turrets at the starting setup phase? Or just give cash based on damages rather than kills?
Another fun possibility would be counter-op; with one player controlling the wave compositions, but that could be even harder to balance... (and be a lot more work, obviously)
Also: throwing my lot in on the modelling side; need anything done, drop me a pm with the specifics.
Re: Tower Defense thread.
Posted: 24 Apr 2009, 18:12
by Pxtl
Guessmyname wrote:On the coop health boost thing; you've have to be really careful with the numbers or you'll get the inverse problem: holding the spawn won't garner any kills, just soften them for the turrets further down the line. Perhaps making the players take turns to place their turrets at the starting setup phase?
Another fun possibility would be counter-op; with one player controlling the wave compositions, but that could be even harder to balance...
Also: throwing my lot in on the modelling side; need anything done, drop me a pm with the specifics.
Balancing it as 1v1 would be a nightmare. Still, a UT-assault-style gameplay, where you time how long the player takes to victory, is always a good approach to unbalanced gameplay. Then you just take turns - the player who wins in shorter time is the true winner. However, we've been over a million spit-balled ideas like this before, and I don't think Smoth needs a thread jack.
Re: Tower Defense thread.
Posted: 24 Apr 2009, 21:29
by the great zamboni
Would rewarding all players equal "bounty" for each "creep" kill, instead of just the person who actually killed the creep, be feasible?
The Creeps might all be killed by the last player on the path, but the beginning player wouldn't have to beg for money and would concievably be just as important in dealing damage.
is this worth 2 cents?
Re: Tower Defense thread.
Posted: 24 Apr 2009, 21:36
by smoth
The reason I said resources would be handled on an ally level would mean that the players get equal pool. As in the same as a shared com except that they share profit not expenditure....
as in you kill something I get some money also.
Re: Tower Defense thread.
Posted: 24 Apr 2009, 21:54
by Sheekel
smoth wrote:no, no, it is ok, I am glad people are trying to help! Much better than MAKE IT SMOTH! MAKE IT NAO!
Are you looking for additional developers or productive discussions/input, or both?
Re: Tower Defense thread.
Posted: 24 Apr 2009, 22:03
by the great zamboni
smoth wrote:The reason I said resources would be handled on an ally level would mean that the players get equal pool. As in the same as a shared com except that they share profit not expenditure....
as in you kill something I get some money also.
word
Re: Tower Defense thread.
Posted: 24 Apr 2009, 22:25
by smoth
I am not in need of "idea guys" I am in need of people who can get things done. I don't might when people want to suggest things but frankly I have enough ideas. IMO "idea guys" without any real ability to solve any of the problems related to the project are useless.
I just want to get a simple linear game worked out. The main delay is models and textures. I have only about 50% of the content and work done. I may cut that number down but right now that is where I am seeing things. There are some issues also with the ui needing to be written and some other things I would like to do but am likely going to shelf.
Not that I do not encourage you guys to think about ideas that would be cool if... but to be frank it will be a while before td will be out for people to play around with.
Re: Tower Defense thread.
Posted: 24 Apr 2009, 22:39
by Pxtl
Well, I can do lua rules a bit, but you probably have access to people who are 10x as good at that stuff.
If you want to make this a stand-alone app, I could make an AppLauncher skin for it so you could have a pretty launcher front-end like PURE does.
That's what I've got to offer right now. I mean, I can model/skinmap, but not up to your standards.
Re: Tower Defense thread.
Posted: 24 Apr 2009, 22:53
by Hoi
I have loads of time again :) tell me what to model and (attempt to) texture

Re: Tower Defense thread.
Posted: 24 Apr 2009, 23:06
by Sheekel
imo very few people are going to be able to create models/textures that are up there with smoths. imo there needs to be a distinctive art direction, not a bunch of models from various people that look nothing alike. CA has got that area covered. lets not have another.
Re: Tower Defense thread.
Posted: 24 Apr 2009, 23:27
by zwzsg
smoth wrote:The idea was a simple solo game. People can play it together but it is really meant to be singleplayer.
I agree with that. Single players are much easier to play than games that you never find players for.
(anybody up for some alien swarm?)
Pxtl wrote:I could make an AppLauncher skin for it so you could have a pretty launcher front-end like PURE does.
So can I! (except my launcher is better

)
Re: Tower Defense thread.
Posted: 25 Apr 2009, 11:29
by 1v0ry_k1ng
why dont you just use models from other games? this is spring tower defence, it seems plausible that spring units will make camero appearances, right?
Re: Tower Defense thread.
Posted: 25 Apr 2009, 12:38
by Pressure Line
I agree with Sheekel. I'd much rather wait see what smoth can come up with, than see the Frankenstein's monster that CA currently is (no offense to the CA team ofc)
Re: Tower Defense thread.
Posted: 25 Apr 2009, 13:40
by Pxtl
zwzsg wrote:So can I! (except my launcher is better

)
No argument from me - the ability to do it all in the Spring engine is good, as is the lack of dependancy on the .NET stuff. I just made applauncher because at the time, the only game in town was the old fugly KP launcher, and Argh wanted something with a little more skin.
Re: Tower Defense thread.
Posted: 25 Apr 2009, 14:23
by TheFatController
1v0ry_k1ng wrote:why dont you just use models from other games? this is spring tower defence, it seems plausible that spring units will make camero appearances, right?
I'm 100% serious when I say emmanuel's unit pack would look perfect as critters:

Re: Tower Defense thread.
Posted: 25 Apr 2009, 15:06
by smoth
it would taint the project, I am trying to avoid problem personalities as well. That doesn't mean you guys cannot use them later.