Posted: 22 May 2007, 02:41
I'm working on new shots graphics for the CPU:


Open Source Realtime Strategy Game Engine
https://springrts.com/phpbb/
I agree with that. Their look doesn't suit the rest of the KP experience.Adding horses, little bugs with legs and Dune-like worms just doesn't feel right to me.
Imo the Hacker side doesn't add that much complexity, as the hacker side is similar enough to the CPU side that you don't have to relearn everything. Tactics such as cloacked worms or bugs morphing into mines play a small enough part that you can win while ignoring them.First of all, the people who play Kernel Panic do it because it's extremely simple, quick to learn, and makes for fast games. I think doubling the amount of units and adding things like stealth takes away from these things, thus making KP less attractive. KP was never meant to, and never will be, a full alternative to real mods like BA. It only works, and is only played, because of it's extreme simplicity.
I don't want to make this simply because it's too much hassle to maintain two branches especially considering you can simply not play hacker for the exact same result. Since host can't forbid races, I made and will maintain the eviless mutator.I would make a 1.1 version with the auto-lab-rotating thingy and zwzsg's new graphics
I agree. Not so much about making the interface more minimalistic, but about making the interface more styled. I like having all the buttons even those you find useless such as "hold fire", "repeat" and all. However, some are clearly irrelevant for KP, such as ressource bars and load/unload. And I feel a new UI design would be the perfect complement for KP styled map and KP styled unit models. But being rather untalented with 2D art, and not particularly knowelgeable in lua aera, I won't make one but rather wait for someone to make one for me.use LUA there to change the interface and make it more minimalistic.
Loads of play testing! And I must find a way to get players give me feedback. Currently I feel like Hacker is slightly underpowered, but that's actually nice if it translate into people choosing the System side most of the time.And I think it's hard enough balancing two factions for one map, but two factions balanced for Marble Madness won't be balanced for Speed Balls 16 way at all, for example.
What about adding factions but without changing things? And yes, I seriously considered adding a third race!All in all, If think if you add factions and change things just to make it cooler, KP will end up like Nanoblobs.
They are in all other mods and I didn't want to make minefields block friendly units from moving through. You can even hide mines under your sockets or walls though I don't think there's a good reason to do that.zwzsg wrote:Yes, I'll name them like that ILMTitan. Clearest naming scheme.
I just noticed that mines are not blocking, which means they are stackable: you can build several mines on the exact same position: While I'm tempted to see that as a bug and fix it by making mines impassable, I'm afraid maybe there was actually a good reason I'm unware of. So, KDR_11k, is that normal that mines are freely passable and stackable, and what's the reason behind that?
Actually, a char should reflect a byte.Pxtl wrote:Bit = Char
Suggested char because it's the smallest unit of input from a user typing at the console. In hindsight, "interrupt" might be better.rattle wrote:Actually, a char should reflect a byte.Pxtl wrote:Bit = Char