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Old November 1st, 2009, 10:58 PM   #31
Johnydl
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Default Re: Hex TD addons in the shop?

provided (as part of my degree) i manage to figure out my way arround the existing java i would be quite happy to program the controls for new towers and creeps (after theoretical balancing is achived) if someone else will do the visual interface aspect, i may even be able to this as soon as january or febuary
whether or not the code can be integrated or not, and how easily, will more than likely be on Noid's shoulders not mine
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Old November 2nd, 2009, 12:26 AM   #32
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Default Re: Hex TD addons in the shop?

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Originally Posted by Masamune View Post
Indeed. I think now will be a good time then, to concentrate on fleshing out existing tower and creep ideas, as well as discussing balance issues that may arise.
Yes, but we can only take conclusions after that creep or tower is added. Only then we are going to see how it matches the game. Until then, we can only wait for Noid to put, one by one (my opinion), the suggested creeps and towers. One by one because if you add everything at once...no
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Old November 2nd, 2009, 11:33 AM   #33
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Default Re: Hex TD addons in the shop?

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Yes, but we can only take conclusions after that creep or tower is added. Only then we are going to see how it matches the game. Until then, we can only wait for Noid to put, one by one (my opinion), the suggested creeps and towers. One by one because if you add everything at once...no
Adding one tower or creep at a time makes sense to me, because it is far better to spend a lot of time testing each new tower or creep to ensure that they are well balanced, than rush through the coding of those towers and creeps into the game and end up highly unbalanced

In the IRC channel some time ago, myself and The Noid discussed whether a fixed amount of damage or a percentage-based damage for purple and orange towers would be best. I noted that fixed damage is effective against weak creeps but not very effective against strong creeps, while percentage-based damage is effective against strong creeps, but useless against weak creeps (weak meaning low HP; strong meaning high levels of HP). In the end, we both agreed on fixed damage, due to the number of swarm creeps that generally appear during the game.
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Old November 2nd, 2009, 01:14 PM   #34
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Default Re: Hex TD addons in the shop?

I'm not sure when I'll get to implementing new towers. When I do, the first ones will probably be the poison and fire towers we already discussed. And after that the block/shield tower.
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Old November 3rd, 2009, 07:07 PM   #35
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Default Re: Hex TD addons in the shop?

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I'm not sure when I'll get to implementing new towers. When I do, the first ones will probably be the poison and fire towers we already discussed. And after that the block/shield tower.
Do you know a particular date for definite, with which to work towards coding each tower into Hex TD?
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Old November 4th, 2009, 10:37 AM   #36
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Default Re: Hex TD addons in the shop?

Nope, none at all. It all depends on how much free time I have, and how how often I feel like programming during that time...
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Old November 4th, 2009, 10:56 AM   #37
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Default Re: Hex TD addons in the shop?

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Nope, none at all. It all depends on how much free time I have, and how how often I feel like programming during that time...
Take your time; regardless of what some people think (mainly the impatient), it is better to spend a lot of time coding the towers into the game and make sure they are properly balanced, than to rush the coding of the towers and leave them unbalanced.
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