Author Topic: IGF build  (Read 7158 times)

Alex

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IGF build
« on: November 02, 2008, 12:09:57 PM »
Not an official release yet, but as forum-goers I think you guys deserve to know about it, if you're still reading :)

Windows:
http://www.dyson-game.com/files/Dyson107.exe

Linux:
http://www.dyson-game.com/files/dyson107-linux.zip

Thanks to d0k and KareemK for the help with the linux version.

Hope you enjoy it. Let us know what you think!

Vlad

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Re: IGF build
« Reply #1 on: November 04, 2008, 03:10:07 AM »
Wow, really liking the changes so far!

I do have a few random suggestions, though:

-  Loving the beacons that tell you how many trees you have on an asteroid, but it'd be nice to be able to tell what kind of trees those were somehow.  As-is, if I have three defensive trees and two dyson ones on an asteroid, and lose the two dyson ones in an attack, I won't know that unless I zoom all the way in.

-  Again, loving the idea of a limited movement range from each asteroid, but perhaps make it so that the asteroids you own form a sort of "cloud" of territory.  For example, if I've two asteroids with overlapping movement ranges, perhaps make it so that seedlings on either asteroid can move anywhere within the movement range of either.  As-is, I've only done the first level, and it was a bit of a chore moving armies from the initial asteroids to the "front lines", as I had to make them move to the furthest asteroid in range, wait for them to get there, move them further up again, etc.

Of course, that could be intentional, to make the larger asteroids (with the huge movement radii) more strategically important.  In which case, good call :).

Vlad

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Re: IGF build
« Reply #2 on: November 04, 2008, 03:48:25 AM »
And a few other things...

-The tooltip for asteroids doesn't accurately reflect the maximum tree count.  On the second level, all the tooltips still say that there's a max of 5 trees per asteroid.

- Is there any way to move seedlings that are on an asteroid that you don't already own?  It'd be nice to be able to retreat if a battle's going badly instead of having to watch while the seedlings fight until they're all wiped out?

-  My seedlings seem to have gotten a bit dumber since the previous release.  Even if there are mutltiple open paths to the core, they'll still only attack the one tree on the asteroid until it's gone, yet the enemy seedlings have no problem diving in the core if I've got a free opening.  Now, this could be that it only happens when the enemy captures an asteroid that I'm already on.

Alex

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Re: IGF build
« Reply #3 on: November 04, 2008, 08:22:01 PM »
Thanks for the feedback Vlad - I'm at work atm so I will reply more later. We released a new version today with fixed tooltips. The rest of your points are very valid and we have plans to address them. I'll go into more detail later!

Vlad

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Re: IGF build
« Reply #4 on: November 07, 2008, 09:36:28 AM »
Good to know :).

I think that more than anything else, the movement thing is bugging me the most.  It's not too bad on smaller maps, but the bigger ones get a little too micromanagement-heavy.  It's made worse due to the fact that the earliest asteroids end up being the more active unit producers (due to the older trees), but that means that that's just more drags to get your units from home base to the front lines.

Rollins B.

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Re: IGF build
« Reply #5 on: November 10, 2008, 11:24:39 PM »
Quote from: "Vlad"
Good to know :).

I think that more than anything else, the movement thing is bugging me the most.  It's not too bad on smaller maps, but the bigger ones get a little too micromanagement-heavy.  It's made worse due to the fact that the earliest asteroids end up being the more active unit producers (due to the older trees), but that means that that's just more drags to get your units from home base to the front lines.

So far, the problems Vlad has pointed out are about the only ones I'm experiencing. I'd also like to add that it would be good if you could get a total number of defensive and offensive trees just by mousing over the asteroid. I've accidentally planted a totally defensive tree planet before. It would also be cool if you could destroy trees of your own initiative.

Rudolf

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Re: IGF build
« Reply #6 on: November 11, 2008, 12:07:46 AM »
Rollins! Welcome back :-)

ryandaniels

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Re: IGF build
« Reply #7 on: November 11, 2008, 07:33:28 AM »
Just paying my dues, want to congratulate you guys on a new release, played the first two levels, plan to play the rest later. Love the changes, but I can't think of any criticisms that haven't already been said.

Although, I have one idea; maybe make it so the best planets are more likely to have many planets close by, making them harder to defend; but at the same time, have numerous choke points where there are only a thin line of planets, with these planets being not as good.

That is to say, if you haven't already implemented something like this, and I just haven't got far enough to see it  :D