The Geek | Message |
| Geek
Posts: 133 Joined: 9/1/2010 |
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Posted: 1/10/2011 3:47:59 PM | |
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In no particular order
Change 'add walls' to just toggle between a wall and a blank. So if I click a blank it turns into a wall click a wall it turns into a blank.
Reduce the number of geek points required for initial gold OR increase the geek points required when changing the gold value of a creep. If I can make the first creep 1hp and give 10000 gold - there is no point in the initial gold limit. Same for lives if you give away a load of points at the start with easy creeps.
Add 'checkboxes' next to each level you make. At the bottom add 'duplicate checked'. I.E. I build out 10 levels - check 6 of them - click duplicate I now have 10 + the 6 levels I checked.
Add 'increase hp 10%' of checked and 'decrease hp 10%' of checked. etc. etc.
At the bottom of the levels list - have totals for complete hitpoints of your levels, total amount of gold and total point value. I like to try and work out if the map is possible to beat mathematically and keep that quite tight.
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Eklipselvl 13Started 2 games. Play them! | Nerd
Posts: 30 Joined: 8/28/2010 |
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Posted: 1/10/2011 3:59:24 PM | |
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I agree with all of your ideas, bt when you say level do you mean a wave or an entire map? |
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| Geek
Posts: 133 Joined: 9/1/2010 |
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Posted: 1/10/2011 4:02:48 PM | |
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A wave (a level)
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| Geek
Posts: 189 Joined: 9/21/2010 |
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Posted: 1/10/2011 5:20:49 PM | |
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i like those first 3 ideas!
but your last idea is a feature for very few creators... not worth the effort to write that, probably.
the increase-hp-idea i'm not that sure either as hps are nor that easily calculated... try and error, testing, testing, testing.
after some maps you get a feeling for the balance between all those kind of values, and have to test less times. further, some map designs change everything... |
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| Nerd
Posts: 73 Joined: 10/4/2010 |
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Posted: 1/11/2011 1:46:22 PM | |
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I had a similar comment in another thread about the dichotomy between providing gold up front versus providing a wealthy creep as the first level... so I agree with that.
I think alchemist's last idea would be interesting; I agree that not everyone would do a mathematical analysis, but it also seems like it would be straightforward to code (# of creeps * # of hit points, sum that, etc.) |
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| Geek
Posts: 133 Joined: 9/1/2010 |
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Posted: 1/11/2011 2:30:10 PM | |
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The math idea is just a rough indicator - but maybe it would help people and should be easy to do I think?
Another idea ....
In the map editor screen - have a 'pathfinder' button. What this does is changes the background of the map in the editor screen 'pastel green' for a valid path / places creeps could go and 'pastel red' for an invalid path. So you can quickly check if you made a gap too small or to big without having to run the map. Click pathfinder a second time and it goes back to yellow.
I don't know how easy that is - I guess you may need to run the map in the proper runtime code to validate the paths? just an idea
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