It’s not quite finished - I still have two empty deployment slots left - any suggestions? Rocket-launcher? Flamethrower? Bouncing Bunny of Doom? Hmmm… maybe not the bunny…
That’s really strange - I can’t think where the blockage could be - this is the least graphics-intensive thing I’ve ever written! I’ve had over 150 fps with frame lock off…
I’d love that too! I wonder if Kevglass’s magic i-phone stuff could help me here?
Minelayer and kamikaze seem to be the popular choices for the empty slots, but I can see I’ll need to get it right or I could throw the whole game balance out…
Very nice, the rifleman/mortar combo is too overpowered though compared the the archers/swordsmen (as they would be in real life too, but maybe change the proportion a bit, give 5 archers and two swordsmen maybe?
I don’t seem to be able to summon fencers. There’s also an interesting bug with your test code - if I summon a base (press B) right next to the enemy one, then when they destroy it I win the level.
I’m getting ‘multiplayer’ from you guys in big letters, but how? I mean, what sort of multiplayer? What the best way to go?
I know now - I didn’t when I was testing! I had a game that was really tense, my base got hammered down to 1% but I managed to drive them all off and I finally won, but my last archer died as he fired the winning shot. I sat back thinking ‘wow that was difficult’ and as I watched, the last blue archer went across the map. I didn’t have ‘click to continue’ then & I couldn’t request an airdrop, so he shot my base and I lost! Loooool! I haven’t laughed so much in ages! Moral: ‘Don’t take victory for granted!’
I’ll have to change it I guess, but I really did like that twist in the tale!
[quote]Very nice, the rifleman/mortar combo is too overpowered though compared the the archers/swordsmen (as they would be in real life too, but maybe change the proportion a bit, give 5 archers and two swordsmen maybe?
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The soldier/mortar combo is pretty powerful. Now it’s 2/1 soldiers/archers, how about 1.5/1? I think the swordsmen are strong enough already? (I’ve been wiped out by 1 swordsman against many archers/mortars as they can’t hit him easily).
[quote]There’s also an interesting bug with your test code - if I summon a base (press B) right next to the enemy one, then when they destroy it I win the level.
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Lol! That’ll teach you to press random keys! You’ll lose if any base but your original one is destroyed.
Can’t think why no fencers tho… Does the box highlight?
[quote]haha that was so much fun!
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;D
[quote]Could you add info about the differences between the units?
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Base: health:100 damage:1-3: accuracy:66%
Infantry: cost:1 health:1 damage:1 accuracy:66% speed:medium
Archer: cost:2 health:1 damage:2 accuracy:33% speed:medium
Mortar: cost:6 health:1 damage:0-5 (based on range from shellburst) accuracy:33% (of direct hit) speed:slow
Swordsman: cost:6 health:10 damage:3 accuracy:100% speed:fast
Engineer: cost:10 damage:0 accuracy:100% speed:medium
There’s no predictive aiming. Base, infantry, swordsman and engy all need line of sight, mortar and archers don’t.
Reload and ‘dither’ times also factor. Ranges and speeds both vary slightly (to spread the troops out visually).
I do need to add this info to the game, but it’s tricky being concise with all that data…
[quote]I’m getting ‘multiplayer’ from you guys in big letters, but how? I mean, what sort of multiplayer? What the best way to go?
[/quote]
what you could do is have a tcp relaying server. and then the licnets send a pakcet whenever they buy a units. and tehn it is relayed to their opponent, and then they both proccess independently. Only problem is that they might get different accuracy, so then sutff my die at idifferent times, and it might get out of sync.
Read his post again, what you say make sense, what he wrote sounds like a bug (I win)
I’d change the values to:
Base: health:100 damage:1-3: accuracy:66%
Infantry: cost:1 health:1 damage:1 accuracy:66% speed:medium
Archer: cost:1.5 health:1 damage:3 accuracy:50% speed:medium
Mortar: cost:6 health:1 damage:0-5 (based on range from shellburst) accuracy:33% (of direct hit) speed:slow
Swordsman: cost:6 health:15 damage:3 accuracy:100% speed:fast
Engineer: cost:10 damage:0 accuracy:100% speed:medium
Seeing as almost everything has 1 life the extra damage archers do compared to infantry makes them quite bad. Increase the damage (making them good against swordsmen and base) while increasing the accuracy and decreasing the cost would make the 4 archers about as good as the 6 infantry except they’d have a different use.
Swordsmen’s extra damage is only necessary against other swordsmen and base so bumping their life a bit would make them more dangerous (actually reaching their target more of the time).
Great Gameplay. 2D RTS with all AI controlled units. Excellent!!!
Randomly generated (?) maps also increase replay value. Me like
I like that the terrain affects what will be the best strategy (hills provide cover for archers/mortar and flat areas are good for infantry).
I would like to see a sniper (slow, long-range infantry (100% to hit?)) and a flamethrower (slow, short-range splash-damage). Burning units could start to run back and ignite other units close by.
The AI is really no match, I rare end the ballte with any damage on my castle.
Anyway, in multiplayer, it would be nice to have much longer levels… maybe 4 times as long. You could add real mountains, and dense forests. Then it’s really about strategy, and the battle can take quite long.
This is realyl such a great concept. It should be trivial to make a ‘lot’ of money out of this when it is released on mobile devices…