Author Topic: Map [The Swarm]  (Read 6504 times)

Mihhaelo

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Map [The Swarm]
« on: July 24, 2011, 11:22:53 PM »
A new map with 4 difficulties. I'd suggest most people to start off on easy, or more experienced gamers to start off on normal.

It's a simple base defense map. The Swarm will spawn for five minutes. You will win the map by surviving the five minutes and then killing the remaining attackers. You will lose if you lose one of your trees.

To destroy seedlings, simply click on their nose (the very front of them). Some need more clicks than others. There are larger "boss" type seedlings, that require more clicks. These have hit boxes that you need to aim for.

Every successful click adds to your power gauge (in the bottom right hand corner of the screen), every miss subtracts from your power gauge. When the gauge is full, you can press right click for special ability that hits seedlings in a large area (doesn't hit the bosses though!).

Gameplay tested by my wonderful wife!

Bug tested by myself.

Any feedback would be appreciated.

Lost Seedling

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Re: Map [The Swarm]
« Reply #1 on: July 25, 2011, 05:11:07 AM »
A nice change of pace from the usual format. It would be very helpful if the power gauge would turn a different color when it is full. That way, I would know the Nova Bomb was available through my peripheral vision. As it is now, I am never quite sure when it is ready and have to keep looking away from the action to make sure. Perhaps even changing colors when it is half-full also, or a third full, etc.

Aino

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Re: Map [The Swarm]
« Reply #2 on: July 25, 2011, 02:50:54 PM »
I lookid inside of the easy map, and my head went from ok to fried... How the hell do you do all that stuff, it's overly complicated for me to watch the code. But now, I haven't created the map, so I'm not familiar with the code :P

I also played the easy version, one thing that would be awesome is to overload the gauge meter, meaning the strike has more and more range, so there will be another sprite to do that job, it's more transparent, so you can see through it. Also, it would be awsome if som sort of circle appeared when you right click, the circle shows the range of the attack. Also, make some SFX for the gauge, it's just looking like dead magic :/

Edit:

Ok, so I've actually just gone into the code, started coding and fixed an SFX, you can see where stuff happens more clearly now :D

I added the file as an attachment, if you want me to take it down, I'll do so :)
« Last Edit: July 25, 2011, 03:35:52 PM by Aino »

Mihhaelo

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Re: Map [The Swarm]
« Reply #3 on: July 26, 2011, 12:54:24 AM »
I would have added SFX myself if I felt I could do so in a more or less professional way, but if you don't feel you can do something to a justifiable level I think "less is more" becomes applicable.

The SFX you added is very nice by the way, and dare I say it... perfect for the map. You should definately leave it up.

I wouldn't read too much into how it's done, since I think I read the next patch will probably break it  ;D

The code isn't overly complex from a functional level, I think my code is just... very messy! The code basically creates seedlings, adds a direct link to them in the table and then sends them to the players asteroid. Everytime a left click is made, it cycles through the table retrieving positions from the seedlings and calculating a distance from the click. If they are close, it reduces their/health, kills them if required and removes them from the table on death.

An overloaded gauge would be a nice touch. Although I'd have to retweak the difficulty. It already took hours to get the difficulty at the level it is. (infact, I'd say 60 - 70% of the coding time on this map was adjusting the difficulty  :'()

AWS

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Re: Map [The Swarm]
« Reply #4 on: July 26, 2011, 03:12:45 AM »
added to The List!  ;D

long time since we last heard from you mihhaelo...
how do?

aws

Aino

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Re: Map [The Swarm]
« Reply #5 on: July 26, 2011, 04:06:56 AM »
Hmm, I just thought about why this map might be hard for me to understand, I like math more than the makings of maps, though that I still make maps :)