Journeywar - Page 41

Journeywar

PicassoCT's stunning mixture of game design and psychedelia, for your enjoyment!

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smoth
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Re: Journeywar

Post by smoth »

are they in mah mouffs?
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PicassoCT
Journeywar Developer & Mapper
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Re: Journeywar

Post by PicassoCT »

in my head
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PicassoCT
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Re: Journeywar

Post by PicassoCT »

drastic meassures day.
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PicassoCT
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Re: Journeywar

Post by PicassoCT »

well, im in trouble, as usual.. so if someon would be willing to point my (for sure trivial) mistake out then..

this is the speedTransform Formula:

Code: Select all

--determine the speed 
						--TempSpeed=getSpeed()
						--STspeed=getSpeed()/7.2 --between 0 -1
						--then deterinate the range the unit makes at max in one second
						--range=STspeed*216       --distance the unit gets across in one second
						--nrOfPillars=range/61 --   0.1 - 3.1        --how many pillars the unit does cross in one second
						--	splitSecond=1/nrOfPillars
						--distance/time = velocity
						veloCity=61/(1/(((speed/7.2)*216 )/61))
It should be correct, at least it echoes correctly out.

This is the Inner MovemMent Loop:

Code: Select all


while getConstantMove()==true and getSpeed() > 0.05 do-- added the getSpeed() compare to avoid it getting into Movement with zeroSpeed
									Spring.Echo("MoveMent:ConstantMoveTrue")
									newSpeed=speedTransForm(false,getSpeed())         
							  
														
																										
																										Spring.Echo("InnerLoopWorkingFiringOfMoveItThreads NewSpeed:",newSpeed)
																											if boolFinnish==true and speedCompare(speedOfOld,newSpeed,speedCompareTolerance)== false then
																											Signal(SIG_MOVE)
																											Signal(siGnall[4])
																											StartThread(moveIt,newSpeed)
																											
																											end
																											
									
									
													
														
														
														
														
									Sleep(135)					
									speedOfOld=newSpeed
									
									end

It fires of the MovementThreads, that simulate the rail moving over the ground.

These are the MovementThreads:

Code: Select all

local function moveIt(transferedRailSpeed)
boolFinnish=false
SetSignalMask(SIG_MOVE)
StartThread(unfoldPillar,4, SMove,false)
Move(center,z_axis,-61.2717,transferedRailSpeed)
WaitForMove(center,z_axis)
Sleep(15)
spawnRetractPillar()
foldPillar(4,SMove,true)
Move(center,z_axis,0,0)
boolFinnish=true
end
The result of this running is a train that speeds up leaving some pillars behind, and then it "jams", ironically at highspeeds. Also the speed doesent correspond with the unit moving over the ground.. So while the numbers are correct, the result is defect.

The unit moves 7.2 elmo/frame at Maxspeed, it accelerates with 0.1 per frame.
This makes for 216 elmos per second. One PillarPiece is 61 elmos long, which gives us 3,11 pillars/aSecond at MaxSpeed.
So at MaxSpeed, the PillarPiece should move within 1/3,11 of a second from the startPoint to the ResetPoint.

the speed calculation is correct. So what remains is theres some flaw in the architecture.

Hope someone has a idea. Im all out of luck with this train. Everytime i think i nailed it, it just switches to a new bug.
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PicassoCT
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Re: Journeywar

Post by PicassoCT »

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PicassoCT
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Re: Journeywar

Post by PicassoCT »

well the train is working..

now in the pipe.. the Bait Building (Arcology) and the beherith.. also got to fix some collission problems on the animatrix.
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PicassoCT
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Re: Journeywar

Post by PicassoCT »

Thx to cement for the CEG.

This is the first working buildbait. It basically is a bet on the stupidity/lackOfMicroManagment of your enemy. How does it work?

You errect it, it eats your ressources (and stores the consumed stuff intern). Nothing to see here citizen, move along?

No. If it is attacked, it starts to burn_down. It looses health. And you get something, that could be called terrorist_Insurrance Money, based upon the money that Arcology ate. But it must burn down. No repairs.
And the earlier it is destroyed, the less you get.. so you need to have it vurnerable, and then well proteced. Paradox situations? Will not be the only one.

Image

Heres a little taste of the fireceg (have yet to add sparks)

Thanks go to knorke, who with his posts of a link to the dollarauktion sparked my interest in realworld crazy situations i could get the players in.
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Karl
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Re: Journeywar

Post by Karl »

This fire doesn't look like my ceg?
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AF
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Re: Journeywar

Post by AF »

Sound like either you could word that in a 10th of the space, or the concept is too complicated with too many fi this then that but then fi that then those assuming none of these

So basically:
  • I build weird building for X resources
  • Building fills up with Y resources over set amount of time
  • If building is attacked, it burns down
  • When razed to the ground I get Y resources + Z
  • If its blown up before it finishes burning down I don't get the whole of Y+Z
This is too many steps, and invites too many questions. For one unless I have a picasso lecture, I will not understand or deduct how this works without making a tonne of mistakes. The explanation will not fit into the tooltip either, so people will probably just not build this and wonder what it does. Even its name could easily be mistaken for another purpose (aka decoys, which is what I first thought)

My suggestion:

Why does it need to 'fill up', can you not just make it expensive to start with and not have that filling up stage? Seems utterly pointless, non-apparent, and super easy to overlook "Where are all my resources going =s"

Then, make it consume resources regardless. The longer its alive, the more costly it is. It does not pay to spam these enmasse as they will cost more than the payoff.

When the structure is built have it give a payout about 3x the initial pay out. Make the continual consumption mean that if it survives beyond 5 minutes you start making a loss on your investment.

It also prevents me from waiting till your buildbait is at 1% and firing a rocket depriving you of the pay off.

So rather than:

I gamble that I can build a structure then fill it up, then get you to fire at it, then protect it so it blows up, but blows up because its falling apart, not from your own attacks

you have:

I gamble X resources that this structure will die within 5 minutes.


Give it a weapon for extra lulz
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smoth
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Re: Journeywar

Post by smoth »

WTF! GTFO SERIOUS BUIZNEZZ! THIS ARE FOR THE LULZ AND EYE ORGAZMZ
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PicassoCT
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Re: Journeywar

Post by PicassoCT »

First @ Karl: Yep, i edited the ceg. Sorry, but i work with the stuff i get, i change it, modfiy it and.. well some of the textures i added were horrible.. so i changed them.. the result was a evening spend, but if you look carefully on the values, your ceg was the base.
I think i can understand more then anyone else in this thread, that this "betrayal" of your artwork is dissapointing. But this is what i am, if one wants to work with me.. the danger that i warp and modify it beyond recognition is always there... - which reminds me that i need to add firey sparks.. so even my work is not fixxed. Guess i should have warned first.. but then neither wombat or you would have invested your time into the mad Mens work.

AF wrote:
  • I build weird building for X resources
  • Building fills up with Y resources over set amount of time
  • If building is attacked, it burns down
  • When razed to the ground I get Y resources + Z
    -> no.. its in the process of burning down you get the money. If that process shortens significantly.. you loose, first till the break even, then afterwards you make a red Sum.
  • If its blown up before it finishes burning down I don't get the whole of Y+Z

My suggestion:

Why does it need to 'fill up', can you not just make it expensive to start with and not have that filling up stage? Seems utterly pointless, non-apparent, and super easy to overlook "Where are all my resources going =s"
I want them to be unimportant at the buildingstart.. now over time they become valueable assets.. so at the begining you will defend those. Then you will want those attacked for a short amount of time. After that you will defend them even more.

Then, make it consume resources regardless. The longer its alive, the more costly it is. It does not pay to spam these enmasse as they will cost more than the payoff.

When the structure is built have it give a payout about 3x the initial pay out. Make the continual consumption mean that if it survives beyond 5 minutes you start making a loss on your investment.

It also prevents me from waiting till your buildbait is at 1% and firing a rocket depriving you of the pay off.
My assumption was that (like most buildings) building these under heavy fire shouldnt pay off..

So rather than:

I gamble that I can build a structure then fill it up, then get you to fire at it, then protect it so it blows up, but blows up because its falling apart, not from your own attacks
I bet that the enemy player is (after first and second game) is perfectly aware of the danger that this hot potatoe represents. So microing around, with your suicide creepers on "Attack if Fired upon" you try to avoid the bill that this structure represents. Of course its not your fault.. you allowed the enemy to charge them up, without attacking. And if you hit it off.. can you stick to it so that the value is really really lost. Or is there a pushback force waiting for my mistake in the fog..
you have:

I gamble X resources that this structure will die within 5 minutes.
You bet that the enemy player is totally clueless to the jw -concepts.


Give it a weapon for extra lulz
No can do. This would make the whole "Don Fire back for all units surrounding this hostage pointless. Despite me fighting for comfort wherever its possible, im not here to make the players decisions easier. If you dont scratch your head.. frantically searching a way out of some math-modell based trap, you dont play my game ;)
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PicassoCT
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Re: Journeywar

Post by PicassoCT »

assuming this little sideconcept throws such a huge arguMount, i assume by the lack of the same, that nobody in this 42 page thread got the concept of the shroud-shrike?
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Karl
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Re: Journeywar

Post by Karl »

I don't mind if you modify my work,
I was just a little bit wondered why it looked different.
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smoth
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Re: Journeywar

Post by smoth »

you mailed me something? Nope, must have been taken by customs!
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PicassoCT
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Re: Journeywar

Post by PicassoCT »

well, stuff grows, stuff gets added.. orginally this was just a golden pyramid.. now it has little airplanes flying over it, like every futuristic city has to have..
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Blackdutchie
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Re: Journeywar

Post by Blackdutchie »

PicassoCT wrote:assuming this little sideconcept throws such a huge arguMount, i assume by the lack of the same, that nobody in this 42 page thread got the concept of the shroud-shrike?
I understood it as follows:

1. Shroudshrike is activated on a unit at random.
2. THe unit is now invulnerable and immobile.
3. The enemy is baffled and sends in more stuff to kill it (foolishly)
4. any unit that dies in a certain radius adds to the power of the shroud.
5. in the same radius in which units that die add to power, the shroudshrike will at the end of it's cycle destroy everything, this radius grows with the shroud's growing power.
6. Shroud cycle ends, killing everything in it's area of effect.

Am i correct?
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PicassoCT
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Re: Journeywar

Post by PicassoCT »

Blackdutchie wrote:
PicassoCT wrote:assuming this little sideconcept throws such a huge arguMount, i assume by the lack of the same, that nobody in this 42 page thread got the concept of the shroud-shrike?
I understood it as follows:

1. Shroudshrike is activated on a unit at random.
2. THe unit is now invulnerable and immobile.
3. The enemy is baffled and sends in more stuff to kill it (foolishly)
4. any unit that dies in a certain radius adds to the power of the shroud.
5. in the same radius in which units that die add to power, the shroudshrike will at the end of it's cycle destroy everything, this radius grows with the shroud's growing power.
6. Shroud cycle ends, killing everything in it's area of effect.

Am i correct?
Close. But imagine me with a grin on my face.
2. The solve survivor is not immobile, he can move within the range of the shroudshrike.
3. The enemy sees a battle, that somehow takes a strange direction (strider defeated by headcrab.. how is this even)
4. pure truth. so is 5.
6. Except the sole survivor. Against all odds. The one free man. ;) Its basically a statistic anomaly.

But someone reads and understands. Time for a wild dance of joy
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SanadaUjiosan
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Re: Journeywar

Post by SanadaUjiosan »

Picasso, I saw this and thought of you.

Image

That is all.
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PicassoCT
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Re: Journeywar

Post by PicassoCT »

yep.. the work of a familiar mind ;)

Was out yesterday, got long, had some great idea.. basically.. its for that leopard looking distraction unit.. its a real tough concept to explain. We will just put it into practice and watch the world burn.

What we really need for it.. is sort of a hitchcock shadder though.. something that for a certain part of the scream hacks the picture into something horror-movielike, always viewed from a slightly diffrent angle... dunno if i can accomplish that..
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PicassoCT
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Re: Journeywar

Post by PicassoCT »

MentalGen.. ah no
TalGenMen.. no ah..
Gentlemain...oh oh

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