Re: Militia Defense (Alpha?)
Posted: Tue Jan 13, 2009 2:48 pm
Yeah, I thought for a few moments about the bleeding vehicles and decided I could pretty it up later, maybe leave rubble instead of blood and so forth.
I also thought briefly about never ending waves, but I like the idea of there being an end. Ultimately I plan to have 50 waves.
New maps are in planning, in fact, if you want to unzip the love my sprites file for grass, buildings, trees, etc. is in there. Of course, I'm no artist and it's just 40x40 tiles on a 24x16 grid, so feel free to make prettier maps if you are so inclined. A quick look at citymap.lua will reveal my nasty map technique and should be pretty easy to generate. If someone just made map images where I could clearly identify where a travel path was, I wouldn't be opposed to creating the accompanying lua file for it. That image took me way too long to create, but again, I'm not an artist.
When I was making my initial design document I thought about the aerial units, letting your units take damage, and a number of other variations. I wouldn't rule this out for the future, but right now it probably won't happen.
You will also find a road block graphic in the love file that isn't currently used and a look at the source will show that enemy units have a damage stat. I didn't feel like making a real alpha solver so my plan is to implement destructible roadblocks so that if an enemy's desired path is blocked, they'll just stop and shoot at it until it's destroyed.
Squeamish are we? I like the river of blood effect, but it does need some adjustment so that it's not rendering on top of other units (only happens when a unit with higher array index gets killed while others of lower index are on the screen), and also I should probably limit it to the last few hundred units killed so that we don't eventually end up with thousands of blood sprites slowing things down and otherwise being redundant.
The info panel space is allocated and I even have some brief descriptions ready, but interface is boring so I keep putting it off. My apologies.
Thank you for the feedback. Now that it's playable and making noise I'll see about getting some more of this stuff implemented.
I also thought briefly about never ending waves, but I like the idea of there being an end. Ultimately I plan to have 50 waves.
New maps are in planning, in fact, if you want to unzip the love my sprites file for grass, buildings, trees, etc. is in there. Of course, I'm no artist and it's just 40x40 tiles on a 24x16 grid, so feel free to make prettier maps if you are so inclined. A quick look at citymap.lua will reveal my nasty map technique and should be pretty easy to generate. If someone just made map images where I could clearly identify where a travel path was, I wouldn't be opposed to creating the accompanying lua file for it. That image took me way too long to create, but again, I'm not an artist.
When I was making my initial design document I thought about the aerial units, letting your units take damage, and a number of other variations. I wouldn't rule this out for the future, but right now it probably won't happen.
You will also find a road block graphic in the love file that isn't currently used and a look at the source will show that enemy units have a damage stat. I didn't feel like making a real alpha solver so my plan is to implement destructible roadblocks so that if an enemy's desired path is blocked, they'll just stop and shoot at it until it's destroyed.
Squeamish are we? I like the river of blood effect, but it does need some adjustment so that it's not rendering on top of other units (only happens when a unit with higher array index gets killed while others of lower index are on the screen), and also I should probably limit it to the last few hundred units killed so that we don't eventually end up with thousands of blood sprites slowing things down and otherwise being redundant.
The info panel space is allocated and I even have some brief descriptions ready, but interface is boring so I keep putting it off. My apologies.
Thank you for the feedback. Now that it's playable and making noise I'll see about getting some more of this stuff implemented.