[ian-reeds-games] Re: testing the titon map

  • From: "Allan Thompson" <allan1.thompson@xxxxxxx>
  • To: <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Sat, 2 Feb 2013 14:13:05 -0500

No worries.
Well, the batleh and the martial arts do the same damage cause items aren't 
supported yet. Still, most people don't know how to properly handle a batleh 
anyway. 

Alright, I will keep the klingons as they are. The main objectives were    to 
slow the player down, not really destroy them.

Hopefully in a few weeks the maps will be done.With everything hopefully 
properly explained etc and  so forth. 
It was good haveing input, thatnks for all your help.

al 
"The truth will set you free"
Jesus Christ of Nazareth 33A.D.
  ----- Original Message ----- 
  From: shaun everiss 
  To: ian-reeds-games@xxxxxxxxxxxxx 
  Sent: Saturday, February 02, 2013 12:17 PM
  Subject: [ian-reeds-games] Re: testing the titon map


  Hi allan
  Well on an interesting note when you go to bed I am getting up, 
  anyway I do end up testing a lot at your night.
  Today I have to catch up on various things but will try to get on it again.
  Sadly major offline end of life thingswill take most of tuesday, so 
  sadly I will have to exit the trek universe at that point, there are 
  a couple of days where I will have disruptions but  after the next 2 
  weeks I should have a stretch of uninterupted testing.
  Keep the maps going.
  Personally I think we have enough klingons right now with the way the 
  fight goes you really don't need anymore since they come at you.
  But maybe once you enter the last room you should fight the klingon leader.
  also klingons have swords of a sort so you either have one or kill a 
  warior and get one.
  At 09:21 PM 2/2/2013, you wrote:
  >Hi Shawn,
  >I think we are getting closer to good maps.
  >
  >I put a timer on the spase unit that summons the hostiles.
  >The goal is to  get the ship to the wormhole where you will win the 
  >map. Technically, you could just start the map, move one spot and 
  >win the  map, but then what would be the point. It is why the pods 
  >are the way they are in the other hunt map.
  >
  >Anyway, the first map  now has a wormhole and a victory condition 
  >allowing you to put your hsip in the  terrain and win. Only one set 
  >of klingons will pop up...unless you want more. I thought the fight 
  >was not really hard, but then again, i am so intimate with the ins 
  >and outs of it I usually get the advantage.
  >
  >The icarus map was missing the escape terrain again, so I put in the 
  >terrain called "transporter range" When you reach that spot the map is won.
  >
  >However, I did a fight with the battlecruiser and fighters and I was 
  >afraid it was way too easy. I destroyed them and had time to spare 
  >which makes me think I need to bump up the timer a little. You had 
  >no idea that was the goal so you probably approached the problem 
  >diffrently, which was my fault for not having it properly debriefed.
  >That is what I am going to be doing. I am going to make a basic 
  >direct mission briefing in each map that will be listed on the main 
  >ship, which will detail the object of everything  including all the 
  >game facts required to satisfy the game map victory condition. I am 
  >going to reserve the other text spots for storyline and plot. It 
  >will give the  basics but the hard dirty facts will be in the briefing.
  >Or maybe I should stick it on the academy map, but that would be 
  >tacky and lazy.
  >Yeah, I'm lazy.
  >
  >I liked the warp point in the kill a titan map alot, so thatnks for 
  >that idea. I stuck it int he fog of war map and made it a little 
  >diffrent. Same basic map, but you put your ships wehre you want 
  >them. The enemy has a serious advantage though, so be careful. It 
  >should hopefully be playable.
  >
  >The gunfight is more or less ready. I added a medic to help heal 
  >security guys, but I am wondering if I should put more klingons in 
  >the right side. I am not sure yet. I am also thinking of splitting 
  >up the last room on the left, and making a iconic fight between 
  >admiral and leader of the klingons or something, not yet sure.
  >
  >I didn't want to include too much in the gunfight map. I know I need 
  >to switch the points to something more in keeping with living units, 
  >but for now it works.
  >
  >I made some preliminary   juggernaughts and stuck them on the clash 
  >map with a normal borg. It is kind of a redux of the first 
  >resistance map, but right now it is just there to test and mess 
  >around with. I haven't decided on the destroyers yet.
  >
  >Ok, I am going to update the sucker and hit the hay, as they say.
  >
  >al
  >
  >
  >
  >
  >"The truth will set you free"
  >Jesus Christ of Nazareth 33A.D.
  >----- Original Message -----
  >From: <mailto:sm.everiss@xxxxxxxxx>shaun everiss
  >To: <mailto:ian-reeds-games@xxxxxxxxxxxxx>ian-reeds-games@xxxxxxxxxxxxx
  >Sent: Friday, February 01, 2013 6:58 PM
  >Subject: [ian-reeds-games] testing the titon map
  >
  >hi.
  >just tested the hunt for titon map1.
  >I was able to send the pod, but I have no idea how to get out myself.
  >I assumed that once I sent the pod I would be out.
  >I wasn't.
  >while I was crossing to the pod I crossed an evil space, and then
  >enemies started coming at me.
  >I couldn't get out though and when I died the game continued in a
  >stuck state though technically I had won.
  >the flight of iciris needs to be made a bit easier though.
  >maybe if you could get rid of the fighters or make the map a bit
  >smaller I was able to get rid of the cruiser but the fighters well,
  >with their disrupters and such it was game  over for me in a vary short time.


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