Geologist TD

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holaz
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Joined: 27 Aug 2012 - 08:37
Re: Geologist TD

what does it look like with the effects? or is it censored :P :censored:

Vesper
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Joined: 2 Oct 2008 - 10:44
Re: Geologist TD

Currently they overlap large portion of a monster with an effect, this adds to only a small part of it being visible from under those effects. Maybe I should put them backwards instead, under the monster, I mean?

Censored? No I guess, I currently use publicly available sprites (ripped tho), and some automatically generated ones.

holaz
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Re: Geologist TD

backwards? under? what do you mean O.o? so, i was wondering, what is your reasoning for the gem's power? i remember someone with their game tell me some sort of weird poison compound for emerald and some sort of time magic field for sapphire.

Vesper
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Re: Geologist TD

Reasoning for gems' power - well, too many spoilers to be unravelled :D I have tried to make "special" gems more or less derive their powers from components, although it's not always the exact case. And I had to balance their appearance in upgrade list, so there won't be the case that one particular gem is used extensively, and is demanded more than all the others.

holaz
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Re: Geologist TD

dang it. i shall just have to wait :P

Vesper
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Re: Geologist TD

In the meantime you can help in drawing sketches of more levels. I need ideas of path and obstacles. I would like if you can provide a level in (width, height, list of waypoints) format, and possible sketch of a passable area.

holaz
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Re: Geologist TD

you mean fixed paths, for paths like the one you published? i don't have some off the top of my head, nor do i have placement of obstacles or what those obstacles would be.....

after some little thought on the subject, maybe a spiral from top left to right down left up right down left ect ect with you in the middle, and maybe a random placement of a few inmoveable objects on the screen (x,y) varying is sizes from (1-5,1-5) in size and ammount of 1-5? sounds kinda cool to me :) maybe a random selection of the corners of the map where the way points are, you cant build around? seems challenging and changes the way u must map if you have the same map (like i have) over and over again.

i don't know what would be a good size for this map though...

Vesper
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Re: Geologist TD

Yes, fixed paths, as random paths can eventually produce something ridiculous, like two consecutive waypoints together, and people will complain. Also it'll make it hard to calculate monster toughness, or at least level-based multiplier. I want all maps to be roughly equal in terms of how long one can survive. Or at least close in terms of maximal achieveable level. Otherwise there's a risk some people would farm gold/shards on those maps that would be easier, lowering effective difficulty of the game. Right now the game is plainly one level (well, I here have two, one even pretty fancy), but I want it to have ~20 or so levels, different by many parameters, starting from background and monster theme, ending with quests and achievements.

About the level idea - well, this is something already. I expect it'll be a plain level rather than heavily obstacled. And it won't be easy to make an optimal maze even with two rounds of such a spiral. Hm-m-m-m. Why not :)

holaz
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Re: Geologist TD

it doesn't NEED to be heavily obstacle-ed, i was just thinking it should be random by size number and placement no?(i see now that u mean my level idea >.<) fixed paths would be hard to manage, and some gems would be hard to place around the fixed path. ie the cyan. but it would be very interesting in terms of quest. maybe a final round where the creeps plan ahead of time and make some trenches and ramps :P

splitting creeps? :D

i am not infavor of random paths, i actually kinda hate it..

one map may have limited sizes and force people to get special gems early? (i have no drive to get special gems unless they are world stones...)

maybe another where only certain gems can only be found in this area ;)

Vesper
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Re: Geologist TD

Splitting creeps - technically possible, although it won't be like in Desktop TD for sure, there are dynamic paths while here they are static per wave.

Limiting gems by area - no I think, this will technically remove most tier 2 and 3 specials out of the game, as each gem is used in 3 tier 2 recipes, and each tier 2 gem is used in 2 tier 3 recipes. Imagine a land with 7 out of 9 basic gems available. This will let only 4 tier 2 gems to be combined ever, and should you lose opal or malachite, you are highly limited to lots of rubies, otherwise you won't last long. And depending on the specials chosen, you risk having 0 tier 3 gems able to combine.

Maps having limited size - yes, possible. It'll be hard to cram lots of gems in it, tho :)

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