Anonymouse Posted April 15, 2010 Share Posted April 15, 2010 30-45 Also, are you going to update "Coming Oct or Dec"? Link to comment Share on other sites More sharing options...
Lair Posted April 16, 2010 Author Share Posted April 16, 2010 Someday. It seems 50 is the wanted number. However, I would perfer a number divisible by 4 (when you see a preview of the levelpicker you will understand). And when I ask you people for amound of levels, don't say "whatever you want". I need a goal. Link to comment Share on other sites More sharing options...
Cirevam Posted April 16, 2010 Share Posted April 16, 2010 50 + 2 = Numbers divisible by 4. 48 has more factors so you could have many more different symmetrical patterns than you could with 52. Link to comment Share on other sites More sharing options...
Lair Posted April 16, 2010 Author Share Posted April 16, 2010 60 levels are in planning. Number subject to raise or lower. I need some kind of something to come at the end of the game so it isn't another one of those "You won the game!" moments. Besides, I'd like to see you guys try to beat the last level without modding anything Link to comment Share on other sites More sharing options...
Addictgamer Posted April 16, 2010 Share Posted April 16, 2010 Haha, can't wait to see what you come up with Lair! Link to comment Share on other sites More sharing options...
Lair Posted April 16, 2010 Author Share Posted April 16, 2010 Haha, can't wait to see what you come up with Lair! Well... I need an idea for some prize at the end of the game... and I have a 120 foot monster living in a volcano with an army of....everything... Which reminds me, do you think it's possible to make a monster generate other monsters? EDIT: Before anyone asks for images, I DO NOT have any of this codded. It's just an idea. But it will come... :P Link to comment Share on other sites More sharing options...
Addictgamer Posted April 16, 2010 Share Posted April 16, 2010 I think it is possible. The rock monster generates tiny rock monsters, Although, those are harmless. If you change the properties of the tiny rock monster...You can exploit that. Either way, I think there may be other methods for monsters to generate other monsters.. Not 100 % sure though :P Link to comment Share on other sites More sharing options...
Lair Posted April 17, 2010 Author Share Posted April 17, 2010 I mean without killing it. You kill a 120 foot monster that is a fusion of everything else on Planet U. Link to comment Share on other sites More sharing options...
Addictgamer Posted April 17, 2010 Share Posted April 17, 2010 Ya, I think there's a small chance that it is possible. Or it may be able to be done with scripting... Link to comment Share on other sites More sharing options...
Lair Posted April 17, 2010 Author Share Posted April 17, 2010 It would make that level impossible.... Link to comment Share on other sites More sharing options...
Addictgamer Posted April 17, 2010 Share Posted April 17, 2010 Hey, I found this in a PTL file. ; CrystalToRefineryComplete GenerateRockMonster This means that if we give it the appropriate event, then the action (GenerateRockMonster) will make a rock monster. Worth a shot. I'm going to test this now... Link to comment Share on other sites More sharing options...
Lair Posted April 17, 2010 Author Share Posted April 17, 2010 Hey, I found this in a PTL file. ; CrystalToRefineryComplete GenerateRockMonster This means that if we give it the appropriate event, then the action (GenerateRockMonster) will make a rock monster. Worth a shot. I'm going to test this now... So no more triggers. Though this may need npl stuff. But what about monsters making monsters? Link to comment Share on other sites More sharing options...
Addictgamer Posted April 17, 2010 Share Posted April 17, 2010 I'll have to find an event that closely imitates that. Link to comment Share on other sites More sharing options...
Lair Posted April 18, 2010 Author Share Posted April 18, 2010 What should the FINAL BOSS look like? Link to comment Share on other sites More sharing options...
Zephyria Posted April 18, 2010 Share Posted April 18, 2010 Two new Slugs Energy Slugs: Color=Ice-ish Blue Instead of Draining Crystals, It Obliterates them completely...Lair is currently Working on this Can....Slither?....Over Water DMG rates: Laser-10 Freeze-2 Pusher-0 Infero Slugs Color=Hellsih Red Same Crystal Effect As The Energy Slugs Can....Slither?...Over Lava Hurts raiders ontouch Scares Raiders DMG Rates: LAser-2 Freeze-2 Pusher-0 Elec. Fence: 20-50 Can only be killed By Electric Fence The Inferno slugs could be a Underlining o the Final Boss, Or A Main enemy in the Bonus levels.....Perhaps they could behave like the PS1 Slugs.....Found sleeping in the walls? Link to comment Share on other sites More sharing options...
Cirevam Posted May 1, 2010 Share Posted May 1, 2010 Attached is an LWO file for you to test. Also cool slugs bro <attachment removed> Link to comment Share on other sites More sharing options...
Lair Posted May 1, 2010 Author Share Posted May 1, 2010 thanks. Oh hey that looks like a lase- *rock monsters run away* Testing Laser now... YES!! IT WORKS! EDIT: Link to comment Share on other sites More sharing options...
Eagle98 Posted May 11, 2010 Share Posted May 11, 2010 Is that a cake? Or a kiddy toy? Or- wait, laser. Nice job. Maybe make the laser beam out a...beam? Link to comment Share on other sites More sharing options...
Lair Posted May 11, 2010 Author Share Posted May 11, 2010 EVERYONE STOP CONGRADULATING ME!!! I ALREADY SAID CIREVAM MADE IT AND I JUST RECOLORED! Link to comment Share on other sites More sharing options...
Lair Posted June 3, 2010 Author Share Posted June 3, 2010 How should I categorize levels by their difficulty (What kinds of levels are easy, hard, medium, moderate, advanced, etc.) Link to comment Share on other sites More sharing options...
Anonymouse Posted June 4, 2010 Share Posted June 4, 2010 Borders for their images? Easy Medium Hard Very hard Yes it looks ugly here. *goes off to make example just in case* Forget that, now that I tried it I see that it's ugly implemented too. Link to comment Share on other sites More sharing options...
Lair Posted June 4, 2010 Author Share Posted June 4, 2010 Borders for their images? Easy Medium Hard Very hard Yes it looks ugly here. *goes off to make example just in case* Forget that, now that I tried it I see that it's ugly implemented too. ...What... are you talking about...? I'll ask again (and hope this time I get some real answers instead of...whatever it was) I'm setting levels to have different amounts of difficulty. How are they set up by category (each category of difficulty has about howmany-howmany crystals needed, or #oflostRRs, #ofmonsters, difficulty of monsters, etc.) Basicly, in each category, what are the levels like? Link to comment Share on other sites More sharing options...
Amauros Posted June 5, 2010 Share Posted June 5, 2010 Well lets say you had 6 tiers. That is you have 6 regions of planet layers with 10 levels in each layer (so 60 levels total, since that's about what you're planning). 1st tier, you have ice monsters 2nd tier, you have dirty-ice monsters (they look like they have rock/dirt embedded in the ice of their body) 3rd tier, you have rock monsters with small amounts of ice in them. 4th tier, rock monsters, 5th tier, hot-rock monsters (small traces of red glow) 6th tier, you have lava monsters (intense red glows in their rock) Final level, you have the BOSS and the lava monsters. Each tier represents how deep you are into the surface of Planet U. --- Now, since each tier has different monsters, you can tweak their damage stats. I'd say they should be tougher to beat as you get deeper. (as for how many monsters should show up, I'd just randomize it within each tier) You could do the same thing for slugs... anyways, that's my thoughts. I also have an idea on how to make each tier have it's own worldtexture split, to match up with the monsters.... but first I need someone to help me. >_> Link to comment Share on other sites More sharing options...
Lair Posted June 5, 2010 Author Share Posted June 5, 2010 *random stuff* ...What... are you talking about...?I'll ask again (and hope this time I get some real answers instead of...whatever it was) I'm setting levels to have different amounts of difficulty. How are they set up by category (each category of difficulty has about howmany-howmany crystals needed, or #oflostRRs, #ofmonsters, difficulty of monsters, etc.) Basicly, in each category, what are the levels like? It doesn't represent depth anymore. I didn't ask about that, I just asked about "how much stuff was in each difficulty level and what they were." See above quote. I'll keep that in mind, but I'm just asking about the difficulty. So again, I'm setting levels to have different amounts of difficulty. How are they set up by category (each category of difficulty has about howmany-howmany crystals needed, or #oflostRRs, #ofmonsters, difficulty of monsters, etc.) Basicly, in each category, what are the levels like? EDIT: They're in rowns of 4 Link to comment Share on other sites More sharing options...
Amauros Posted June 5, 2010 Share Posted June 5, 2010 ... You mean how hard are the levels in your game now? I thought this was beta-testers only? I just thought you were asking for suggestions... Link to comment Share on other sites More sharing options...
Recommended Posts