[4.0.0] Island Defense: Tides of Redemption

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[4.0.0] Island Defense: Tides of Redemption

Postby Neco » Mon Jun 16, 2014 7:30 am

I sometimes stream development here: http://www.twitch.tv/novynn. Feel free to drop by and chat.

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F.A.Q
Spoiler!
Why 4.0.0?
I've been working on this one for a while, recreating the entire game code from scratch. Everything is new under the hood, and it should allow for much easier additions and modifications later on. Core game-play hasn't changed much, so you won't notice much of a difference. Things you may like:
  • Voting - Everything is now voted for, there is no longer such thing as a "builder leader". Game modes, tweaks, and new features will all be up to how you want to play the game.
  • New Game System - The game can now be paused, stopped, resumed and restarted at any point. This means if the titan leaves before choosing, the game will simply restart when a new titan is found. You will be able to vote to restart the game if everyone agrees it should be.
  • Team Swapping - You will be able to swap teams with another player in-game, bringing back the beloved "-builder" command as well as the new "-swap" command which allows players to switch units, structures, and resources with a friend (if they agree of course!).
  • Puppeteer Back! - Just kidding. Seriously, why is this the first request anyone makes of me?!
  • Titan's Rebuilt! - All Titans will be rebuilt from scratch, so all abilities and effects will behave as intended.
  • Fortnightly Release Cycle - After a stable release that is. Bugs, bugs, bugs! The map is riddled with them. Not to mention imbalance. Fortnightly releases will allow for bugs to be squashed and imbalances to be ironed out.
Why now?
I've got finals this week and I'm starting a 5 course 40 hour a week semester in two weeks. Is there ever a better time?

What's this ToR thing?
Tides of Redemption (or ToR, not to be confused with all the other ToR's out there) is my re-imagining of Island Defense's core game-play mechanics. There is sometimes simply not enough interest or demand in Island Defense, as the goals in the game are extremely primitive. I plan to create ToR as an optional game mode that enhances the game by adding new challenges and mechanics that will engage you into the game more and will keep games from dragging on. Ideas are floating around in my head already, but if you have anything you've ever thought of something yourself feel free to contact me.

Why suddenly not so lazy?
Well, I am still lazy of course. I want to give Island Defense a fighting chance and not just have it be 3.0.9d forever.

Anything not here? Feel free to leave a message in the thread and I'll get back to you.

Progress
Spoiler!
Currently working on creating the following code from scratch:
  • Game Initialization
  • Game Mode System
    • AR / BR / AR
  • GameTimer System
  • Multiboard System
    • Defender Board
    • Titan Board
    • Voting Board
  • Penalty Timer
  • Unit Manager
    • Spawn Defender
    • Spawn Titan
    • Spawn Minion
    • Spawn Hunter
  • Death
    • Defender Death
    • Titan Death
    • Minion Death
    • Hunter Death
  • Game Settings
  • Tweak System
    • EXP
    • GC
    • ...
  • Command System
    • -swap
    • -cam
    • -obs
    • -kick
    • -builder Now -defender
  • Voting System
  • Race Selection
  • Game Over
  • Leave Events (Needs testing)
  • Experience System
  • Feed Reduction System
  • Punishment (through spell immune!)
  • W3MMD (Basic Support - Same as current map)
  • HCL (Later)
  • Restructure races (Later)
  • Recreate Titan Abilities Look below for progress!

Currently working on: Terminus
  • Lucidious Complete!
    • Nuke - Tsunami Scepter Hotkeyed, Triggered, "Tooltipped", Locally Tested.
    • Escape - Vaporous Cloud Hotkeyed, "Tooltipped".
    • Heal - Healing Wave Hotkeyed, Triggered, "Tooltipped".
    • Unique - Tidal Guardians [NEW IDEA] Replaced with "Demolish" (learnable at level 8). Gives a 20% chance to deal 150% damage to enemy structures on attack. Hotkeyed, Tooltipped.
    • Ultimate - Saturation Hotkeyed, "Tooltipped", Using old Code.
    • Innate (Hunting) - Drown Hotkey Location, "Tooltipped".
    • Innate (Scouting) - Island Vision Hotkeyed, "Tooltipped".
    • Minions Complete!
      • Nuke - Tsunami Scepter Same as mains.
      • Escape - Vaporous Cloud Hotkeyed, Tooltipped.
      • Heal - Healing Wave Hotkeyed, Tooltipped, Using New Code
      • Support - Snap Dragons Hotkeyed, Tooltipped.
      • Ultimate - Rage Hotkeyed, Tooltipped.
  • Sypherious Complete!
    • Nuke - Crushing Wave Hotkeyed, Triggered, "Tooltipped", Locally Tested.
    • Escape - Vaporous Cloud Hotkeyed, Tooltipped.
    • Heal - Regenerative Waters Hotkeyed, Triggered, Tooltipped.
    • Unique - Oceanic Minions Hotkeyed, Tooltipped.
    • Ultimate - Disable Hotkeyed, Triggered, Tooltipped, Locally Tested.
    • Innate (Hunting) - Drown Hotkey Position, Tooltipped
    • Innate (Scouting) - Eye of the Ocean Hotkeyed, Tooltipped
    • Minions Complete.
      • Nuke - Tsunami Scepter Same as mains.
      • Escape - Vaporous Cloud Hotkeyed, Tooltipped.
      • Heal - Healing Wave Hotkeyed, Tooltipped, Using New Code
      • Support - Snap Dragons Hotkeyed, Tooltipped.
      • Ultimate - Rage Hotkeyed, Tooltipped.
  • Voltron Complete!
  • Moltenious Complete!
    • Nuke - Scepter of Flame Hotkeyed, Triggered, "Tooltipped", Locally Tested.
    • Escape - Smokescreen
    • Heal - Healing Heat
    • Unique - Permanent Immolation Hotkey Location, "Tooltipped".
    • Ultimate - Magnamide
    • Innate (Hunting) - Incinerate Hotkey Location, "Tooltipped".
    • Innate (Scouting) - Phoenix Scout Hotkeyed, "Tooltipped".
    • Minions
      • Nuke - Scepter of Flame Same as mains.
  • Glacious Complete!
  • Bubonicus Complete!
  • Fossurious
  • Breezious Aether
  • Demonicus
  • Grantiticles Terminus

Terrain Changes
Last edited by Neco on Thu Aug 07, 2014 10:27 pm, edited 62 times in total.
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Re: [ToR]

Postby aRt)Y » Sun Jun 29, 2014 12:49 pm

Is the terrain done now (perhaps also post new pictures so people dont have to dig through dead threads) or is smy still supposed to work on it? Do you plan to get him back on board for balance purposes?
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Re: [ToR]

Postby Neco » Sun Jun 29, 2014 12:58 pm

The terrain is a work in progress, as I'm still polishing out internal systems to hopefully catch any bugs before they happen.

Unsure of whether Smygarn is interested or not but I'd be happy to check up on him and see if he has anything to say. Mostly trawling through old threads and asking some active players around for balance ideas and feedback and writing them down so when I recreate all the objects I can implement them straight away.

Maybe a few more days until I'll be ready to look into that side of it properly.
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Re: [ToR]

Postby ZimmeR » Sun Jun 29, 2014 1:01 pm

@Neco

Is the terrain the terrain smy created years ago?
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Re: [ToR]

Postby Neco » Sun Jun 29, 2014 1:04 pm

ZimmeR wrote:@Neco

Is the terrain the terrain smy created years ago?

Well yes, even 3.0.9d is the terrain Smy created years ago. Or are you meaning another map of his?
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Re: [ToR]

Postby ZimmeR » Sun Jun 29, 2014 1:06 pm

Neco wrote:
ZimmeR wrote:@Neco

Is the terrain the terrain smy created years ago?

Well yes, even 3.0.9d is the terrain Smy created years ago. Or are you meaning another map of his?


If I remember correctly Smy created a new terrain for the ToR map when you first came up with the idea
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Re: [ToR]

Postby Neco » Sun Jun 29, 2014 1:20 pm

Unfortunately, I'm unsure as of now whether or not it would suit my current plans. With the direction I'm going however, it would be trivial to migrate the new map code / generate new object data for any map.

I still have the final revision however, so it's a possibility.
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Re: [4.0.0] Island Defense: Tides of Redemption

Postby Neco » Mon Jun 30, 2014 6:26 am

Tentative terrain changes so far are here: link.
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Re: [4.0.0] Island Defense: Tides of Redemption

Postby ZimmeR » Mon Jun 30, 2014 2:10 pm

Neco wrote:Tentative terrain changes so far are here: link.



Imo it would be much better if you would rework the whole terrain and make it different like the current one instead of just changing some base spots
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Re: [4.0.0] Island Defense: Tides of Redemption

Postby aRt)Y » Mon Jun 30, 2014 5:14 pm

ZimmeR wrote:Imo it would be much better if you would rework the whole terrain and make it different like the current one instead of just changing some base spots

The current one is a complete revamp, that would be new to me.
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Re: [4.0.0] Island Defense: Tides of Redemption

Postby Neco » Mon Jun 30, 2014 10:53 pm

I do have a completely new set of terrain, but as I said I'm unsure of how well it would fit with my ideas. It was made with a set type of gameplay in mind which I've realized quite isn't as fun as previously thought.

Might look into it more once other things are finalized. No promises though.
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Re: [4.0.0] Island Defense: Tides of Redemption

Postby Mrpond » Tue Jul 01, 2014 3:34 am

Have you considered the Sc2 engine, now that Sc2 is f2p you can pretty much make a standalone.
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Re: [4.0.0] Island Defense: Tides of Redemption

Postby Neco » Tue Jul 01, 2014 4:40 am

The SC2 engine is not fun to work with, and I really don't agree with the art style. The community on there is terrible, and it's extremely hard to get a following behind your map when it doesn't even show up on the top 20 board.
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Re: [4.0.0] Island Defense: Tides of Redemption

Postby eleet » Tue Jul 01, 2014 9:16 pm

Would you add some natural auras given by the ground ?
Like in the Jurassic park map, Stone gives armor
Sand ground gives +% damage for towers
Ice gives slow mvt etc.. :shock:

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Re: [4.0.0] Island Defense: Tides of Redemption

Postby Neco » Wed Jul 02, 2014 6:00 am

eleet wrote:Would you add some natural auras given by the ground ?
Like in the Jurassic park map, Stone gives armor
Sand ground gives +% damage for towers
Ice gives slow mvt etc.. :shock:


Do you mean the tilesets? An interesting concept for sure, but I think I'd rather have the creative freedom to make terrain look nice rather than have another thing to balance.
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