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Topic, Game "Neon Defence" | ||||||
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You must register or log in to post a message.I see... I wouldn't imagine that checking up to two tiles (For the initial checking. Up to three tiles when the way-finder comes) pr. tile could cause lag, but I obviously do not know... If we imagine that the entrance is in the middle left of a 20x20 field, the initial checking would start by checking the first tile. It would then sread from here to the three next tiles (This, and the top of the pyramid formed by the checking, is the only point in the initial checking where it checks 3 tiles), from which it would then have to check two for each (If no function is made that prevents it from going to a tile already being checked. For example, of two tiles being checked where at 1,2 and 2,3 they would both check 1,3), that would start off with 3 checks, then 7 checks, then 11 checks, etc. also, it could cause problems with creeps working out where along the path they are... And seriously, it would be awesome... I personally hate TD's without this function. im not adding it, too much lag and complications and stuff... Once the player places a new tower, erase the path information (To be explained later). Set the first critter as a "way-finder", checking which way it could move (Check whether it can move up, down, or to either side). Then add linked information to that tile, which gives the available options on to the next critter. If more than one way is possible, choose at random. If another critter chooses another way, it will register that it is at an "un-explored" tile, and act as a way-finder. The following critters would then simply read the information on the tile they are at, and tween to the next available tile. Anyways, I agree with Elizea's points, just to let you know... Carbon Copy : Way points are quite ridiculous tbh. And I prefer simplistic levels, idk about you. it would be lag hell for placing towers(cant block) point C doesnt count, Canyon Defence already done it, as well as Desktop Tower Defence point D doesnt apply, waypoints already allow this point E doesnt apply, minimalistic levels imply the level designer didnt try a) give more creative ways to complete levels b) give more replayability to levels c) make the game somewhat stand out from the usual TD's d) allow designers to create more complex levels e) make minimalistic simple levels stand out f) make less work for you (just do some towers and few tiles to the editor to choose from, like tile were creeps walk faster or regenerate health) g) make the gameplay more interesting Like geoDefense swarm but with with square grid instead of hexagons. note: mainly directed at Ahroo's minor lag :P Carbon Copy : | Games forumPlay Game "Neon Defence"First post of the topicLatest version of game currently has waypoint support, press enter to toggle path visibility and click to place towers! |
You may not know the solution yet, but believe me, one day you will wake up with a "Aha that's the solution!" :D