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VictinisClaw
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Post subject: Re: [GAMEMODE] Flawless' Tower Defence Posted: Sun Dec 28, 2014 3:00 pm |
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Joined: Wed Dec 10, 2014 2:56 am Posts: 42 Location: United states, Oregon
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FlawlessHair wrote: VictinisClaw wrote: Wait are the bosses in? Hard to be sure cause it would be nice if it was listed here in the updates for confirmation.  Yes. I added a boss. It also says that in the main post. But if you check update v1.1 it actually says I put it in. Ah that was the one patch I didn't pay attention to. Thanks
_________________ Steam ID: http://steamcommunity.com/id/VictinisClawJust a 15 year old Trying to find my way....By playing video games 
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VictinisClaw
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Post subject: Re: [GAMEMODE] Flawless' Tower Defence Posted: Tue Dec 30, 2014 1:42 pm |
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Joined: Wed Dec 10, 2014 2:56 am Posts: 42 Location: United states, Oregon
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FlawlessHair wrote: VictinisClaw wrote: Wait are the bosses in? Hard to be sure cause it would be nice if it was listed here in the updates for confirmation.  Yes. I added a boss. It also says that in the main post. But if you check update v1.1 it actually says I put it in. Oh it was the one patch I didn't read 
_________________ Steam ID: http://steamcommunity.com/id/VictinisClawJust a 15 year old Trying to find my way....By playing video games 
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PietaPizza
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Post subject: Re: [GAMEMODE] Flawless' Tower Defence Posted: Tue Jan 13, 2015 1:28 pm |
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Joined: Mon Dec 08, 2014 6:32 pm Posts: 286 Location: Worm's insides, Sorona
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Any plans for balance regarding solar, or is that not a thing you can do without breaking anything?
Last edited by PietaPizza on Wed Feb 04, 2015 1:58 pm, edited 1 time in total.
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FlawlessHair
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Post subject: Re: [GAMEMODE] Flawless' Tower Defence Posted: Tue Jan 13, 2015 1:58 pm |
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Joined: Mon Sep 02, 2013 5:16 pm Posts: 1605 Location: Dænmårk
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PietaPizza wrote: Any plans for balance regarding solar, or is that not a thing you can do without breaking anything? This mod is done entirely in the AI editor. The AI editor is not the settings editor, and it cannot change things like solardrop, cooldown, damage values, hp-amount. I can only use what has already been implemented in the game. I hope that clears it up ^_^
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PietaPizza
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Post subject: Re: [GAMEMODE] Flawless' Tower Defence Posted: Tue Jan 13, 2015 4:57 pm |
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Joined: Mon Dec 08, 2014 6:32 pm Posts: 286 Location: Worm's insides, Sorona
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Shame, still an awesome gamemode tho :3
Last edited by PietaPizza on Wed Feb 04, 2015 1:58 pm, edited 1 time in total.
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FlawlessHair
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Post subject: Re: [GAMEMODE] Flawless' Tower Defence Posted: Tue Jan 13, 2015 5:10 pm |
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Joined: Mon Sep 02, 2013 5:16 pm Posts: 1605 Location: Dænmårk
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PietaPizza wrote: Shame, still an awesome gamemode tho :3 Thank youuuuu! ^_^
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PietaPizza
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Post subject: Re: [GAMEMODE] Flawless' Tower Defence Posted: Tue Jan 13, 2015 7:30 pm |
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Joined: Mon Dec 08, 2014 6:32 pm Posts: 286 Location: Worm's insides, Sorona
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Maybe you could add a Derpl in the other maps too, I found last chokepoint on Sorona to be a pretty good killbox as well, but I don't see no Derpl. 
Last edited by PietaPizza on Wed Feb 04, 2015 1:58 pm, edited 1 time in total.
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FlawlessHair
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Post subject: Re: [GAMEMODE] Flawless' Tower Defence Posted: Tue Jan 13, 2015 10:20 pm |
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Joined: Mon Sep 02, 2013 5:16 pm Posts: 1605 Location: Dænmårk
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PietaPizza wrote: Maybe you could add a Derpl in the other maps too, I found last chokepoint on Sorona to be a pretty good killbox as well, but I don't see no Derpl.  Perhaps I should test what I implement on other maps too, first... Yet, I still recomend AI 404 as the best one.
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TheMesp
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Post subject: Re: [GAMEMODE] Flawless' Tower Defence Posted: Wed Jan 14, 2015 2:05 pm |
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Joined: Sat Sep 07, 2013 5:56 pm Posts: 539 Location: Somewhere in a Canadian laboratory
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Joost
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Post subject: Re: [GAMEMODE] Flawless' Tower Defence Posted: Wed Jan 14, 2015 3:35 pm |
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Ronimo Team Member |
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Joined: Thu Apr 23, 2009 5:45 pm Posts: 8990
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Really cool to finally see a fun co-op challenge in Awesomenauts like this, coolcoolcool! I played a round on my own and have a couple of ideas for how it could maybe be even more fun: -I was max level within 10 minutes. After that a layer of fun (levelling) is lost. This is because of the massive number of kills of course, but you could try compensating for that by making upgrades much more expensive (there is a setting for that). You could also let the player level additionally by giving him botlevel upgrades if he get large amounts of gold. Botlevel upgrades give cooldown reduction so a player with 20000 gold could become super strong this way, which would be a nice goal to play towards and feel empowering. -The first couple of minutes are a bit boring: I just get one enemy at a time and that's it. Would be more interesting to have a bunch of weak enemies instead of just one enemy. Also, it was a bit too simple at the beginning, so having more enemies might help with that. -Most of the bots just walk past the player. This is fine in traditional tower defence but it might be a lot more fun to have them actually fight the player. Have you played the Swords & Soldiers 1 survival mode? This mode had a really fun design idea: each wave is a little puzzle. In this case you could have ten Froggy's all constantly doing Whirlwind. Just dash into that and you die. But use a ranged attack and it becomes doable. I think it might be really fun to have more puzzle-like opponents and make them super hard if you don't figure out the counter. It might also be okay if some classes cannot win: figuring out how to counter things becomes part of the puzzle then. In S&S1 players usually lost to the first wave immediately in their first session. This is better than losing to the fifth wave because trying again with a different tactic is really quick. Anyway, just some ideas I had, it is already really cool as it is! 
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