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Thread: Balance and Debugging - Alpha Release

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    1) Prefab I assume you are talking about from the campaign mode when you buy units. That's because that menu takes the name info from the wrong area. The name I named the Prefabs were like UnitNamePrefab, so DragonPrefab for example. Then the DragonPrefab has scripts attached to it and the prefabs with scripts are loaded into a unit list and in the unit list there is three attachments a name, a prefab connection and a sprite connection so that purchase menu is taking name info from the prefab line instead of the name line. In game functionally I think everywhere will have the correct naming (I think health and AP levels were some weird numbers too, but the maxes were correct). If that's not what you are asking about a Prefab is when you create an object that you want to use multiple times so you make it once as a prefab (prefabricated object) with all the scripts and animations and controllers attached then can reference it in different places.

    2) I put hex tiles into the campaign mode because people wanted to try it months ago. So that's a game mode you can test hex on to see if you guys like it more or not. One thing I'd like to point out about hex is making the tappered corners, or something similarly interesting strategic board is much harder and someone that really wants hex should design a board that I can make a mode implementing if they want.

    1) In this you can also zoom in to see your unit (I think parts of the campaign it's hard to zoom on the far left/right sides if I remember right), I also messed up on the hotseat multiplayer by making both players yellow. I should have changed the other player faction to red or something else on the health bars to make IDing easier.

    3) I think the dragon has the same range as a DT in TAO in terms of movement and attack (minus the attack isn't just in a line and the board is a row or column larger). The real question on this is the Action Points (AP), I can make them apply to movement as well (Wizard is an example of this btw if you want to see how it works). If you guys balance the units with that system in mind. All the non-Wizard units have a 0AP cost for movement right now so you can move faster.

    4) are you talking about deploying units? You can deploy them and reselect them from the board to place them back in the to be place queue. If not I think you might be talking to the Fog of War in campaign mode, which I included to show off how different units can have differing "sights" but I went over that fast so I think they all have sights equal to the larger of either range or movement, or that number plus one (not sure that was a while ago). I didn't think Fog of War would be something we actually want, but thought it was worth showing as an option.

    ____

    PS off the bat the menu is messed up in some scenes, specifically I noticed this if you hit restart and then try to return to the main menu, just quit the application and reopen it for now to get back out.

  2. #2
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    Quote Originally Posted by Hulky View Post
    1) Prefab I assume you are talking about from the campaign mode when you buy units. That's because that menu takes the name info from the wrong area. The name I named the Prefabs were like UnitNamePrefab, so DragonPrefab for example. Then the DragonPrefab has scripts attached to it and the prefabs with scripts are loaded into a unit list and in the unit list there is three attachments a name, a prefab connection and a sprite connection so that purchase menu is taking name info from the prefab line instead of the name line. In game functionally I think everywhere will have the correct naming (I think health and AP levels were some weird numbers too, but the maxes were correct). If that's not what you are asking about a Prefab is when you create an object that you want to use multiple times so you make it once as a prefab (prefabricated object) with all the scripts and animations and controllers attached then can reference it in different places.

    2) I put hex tiles into the campaign mode because people wanted to try it months ago. So that's a game mode you can test hex on to see if you guys like it more or not. One thing I'd like to point out about hex is making the tappered corners, or something similarly interesting strategic board is much harder and someone that really wants hex should design a board that I can make a mode implementing if they want.

    1) In this you can also zoom in to see your unit (I think parts of the campaign it's hard to zoom on the far left/right sides if I remember right), I also messed up on the hotseat multiplayer by making both players yellow. I should have changed the other player faction to red or something else on the health bars to make IDing easier.

    3) I think the dragon has the same range as a DT in TAO in terms of movement and attack (minus the attack isn't just in a line and the board is a row or column larger). The real question on this is the Action Points (AP), I can make them apply to movement as well (Wizard is an example of this btw if you want to see how it works). If you guys balance the units with that system in mind. All the non-Wizard units have a 0AP cost for movement right now so you can move faster.

    4) are you talking about deploying units? You can deploy them and reselect them from the board to place them back in the to be place queue. If not I think you might be talking to the Fog of War in campaign mode, which I included to show off how different units can have differing "sights" but I went over that fast so I think they all have sights equal to the larger of either range or movement, or that number plus one (not sure that was a while ago). I didn't think Fog of War would be something we actually want, but thought it was worth showing as an option.

    ____

    PS off the bat the menu is messed up in some scenes, specifically I noticed this if you hit restart and then try to return to the main menu, just quit the application and reopen it for now to get back out.
    I would rather play with normal tiles for now, just to balance the units, then we can do hex. It's just a different game with the hex.

    I'm talking about the Fog of War, I think it would be hard to strategize at any point if we can't see. It would require people jotting down notes for positioning and that's way too much work.


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