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 King Arthur's Gold - A 2D Minecraft-like 
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Joined: Mon Mar 16, 2009 10:50 pm
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Post Re: King Arthur's Gold - A 2D Minecraft-like
nvm you two have convinced me character customization is a bad idea

will we ever have looping maps?


Wed May 25, 2011 12:45 am
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Post Re: King Arthur's Gold - A 2D Minecraft-like
looping maps seems like something that would be really unbelievably horrible except for anarchy mode.


Wed May 25, 2011 1:09 am
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Post Re: King Arthur's Gold - A 2D Minecraft-like
metal chao wrote:
CrazyMLC wrote:
Hah...
Why does every game have to be social nowadays? Can't games just be games?

This is the same game despite the addition of the word social
The addition of the word social does not change any of the developer's plans or the way you play it at all
Social games are still games

It does affect how I play.
If the developers are busy adding in difficult features they hadn't planned for, like keeping track of users, they wont be able to do the easier, more important features sooner.

Remember-- there aren't any accounts. You can't save account settings, or hats, or anything else the way it is now. You don't even have your name, since anyone can use it. Names aren't secured at all.

I'd prefer that the developers spend their precious time on giving the game relevant and useful features, like catapults or fixing bugs. That is, instead of useless features that would take longer to implement anyway.

If the developers want KAG to be a social game, they can do that. But they're likely going to wait until they've added in all of the easy, and important, features first.


Wed May 25, 2011 1:34 am
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Post Re: King Arthur's Gold - A 2D Minecraft-like
Geti wrote:
Character customisation is unlikely, to be honest. We're thinking of an "Anarchy" mode where no-one is in a set team and players choose their alignment, and maybe you could set your character's clothing colour or something in there, but aligning different clothes to animations is a massive pain in the ass. Maybe hats could happen, but likely not full blown character customisation. That kind of stuff is simply easier with polygonal rendering <_<

They aren't changing any plans or adding anything they don't want to
The developers know what they are doing, if they add anything it will be because they want to
People are going to make the game they want to make regardless of what category a bunch of players on a forum drop the game into

I could name this game a MMO Strategy Turn Based FPS and it wouldn't change the actual game at all


Wed May 25, 2011 1:59 am
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Post Re: King Arthur's Gold - A 2D Minecraft-like
Contrary wrote:
nvm you two have convinced me character customization is a bad idea
Hahah, well that's a relief.

Urch wrote:
looping maps seems like something that would be really unbelievably horrible except for anarchy mode.

Iunno, it seems like it could add a need to secure both sides of a castle, which is a good thing in my eyes. Could be possible.

I'm more or less against KAG becoming a "social" game, I'd prefer that it was more "collaborative buildy-fighty". Social in the context of interacting with other people being more or less mandatory (Building castles as one person is a massive pain and takes a looong time) sure, but not "like this" buttons everywhere and levelling up based on some huge EXP curve. I prefer advancement to come through more or less emergent systems - no hardcoded levels with stats to tweak, just X team > Y team because X has more gold and a trebuchet and a huge castle and 5 catapults and a good supply of bombs and Y has worse players, and I prefer that player's show that they enjoy the game by sending nice feedback rather than hitting a "I <3 THIS" button.
metal chao wrote:
I could name this game a MMO Strategy Turn Based FPS and it wouldn't change the actual game at all
This too.


Wed May 25, 2011 2:22 am
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Post Re: King Arthur's Gold - A 2D Minecraft-like
The genre of KAG isn't exactly my point. It's the feature requests.


Wed May 25, 2011 5:03 am
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Post Re: King Arthur's Gold - A 2D Minecraft-like
I've kind of a found a counter to bombs. Sort of. If a bomb is on a tile with a ladder it'll break the ladder and nothing else. So yeah. Not really a perfect fix as the can just use several bombs, but if a guy is running out you spamming bombs, you've taken his effectiveness down by about a third (assuming he doesn't suicide bomb stack).

EDIT: wait nvm the above is incorrect in every way

Also where is everyone? No one seems to be on, ever.

Edit: Me and Dxp are thinking of having a competitive KAG night, is anyone interested? I'm gonna write up a manifesto in the next couple days, but i want to see if people are interested first. The discussion on what KAG is got me wondering what if we treated it all hardcore competitive. So say "aye" if you're interested.


Last edited by Contrary on Thu May 26, 2011 2:02 am, edited 1 time in total.



Thu May 26, 2011 1:45 am
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Post Re: King Arthur's Gold - A 2D Minecraft-like
I still have the same problems as when the master server was down, ie endless authentication screen.


Thu May 26, 2011 1:56 am
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Post Re: King Arthur's Gold - A 2D Minecraft-like
Did you try reinstalling?


Thu May 26, 2011 2:01 am
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Post Re: King Arthur's Gold - A 2D Minecraft-like
I'd be up for something.

Also, bombs are kind of annoying. Suicide->Pick up->Suicide->Repeat


Thu May 26, 2011 7:32 am
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Post Re: King Arthur's Gold - A 2D Minecraft-like
New build coming this week - catapults are in without a mechanics system, just placing catapult tiles but they're cool even if they eat your stone supply pretty quickly, I'll be interested in seeing how they play in multiplayer.


Thu May 26, 2011 2:31 pm
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Post Re: King Arthur's Gold - A 2D Minecraft-like
Is it just me or are fortifications kind of useless now? Not only has the new patch made shooting through single door tiles kind of unreliable, but jump shotting over 2 tills high walls seems to leave you vulnerable for far less time. Coupled with this technique it seems that low ground is now favourabe to high ground as well!

Edit: Frickin epic games today. This new patch was awesome and we had like 10-15 players! The catapults are pretty fun and pretty balanced I think. Are we going to get some sort of menu system when the build lists get bigger? Hotkeys, maybe?

But I wish it wasn't so easy to burrow under people's bases though.


Thu May 26, 2011 7:29 pm
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Post Build 39-40 released!
Biggest release so far!

Maps are completely new.
Game rules are completely new. The game now ends as victory for one of the teams.
New buildable offensive weapon - CATAPULT
Lots of new graphics and bug fixes.

Please read the change log below for a detailed list of the changes.

To use the catapult you will first need to build it. It needs 12 blocks built in a 4x3 rectangle. Then you need to supply it with rocks ([E] key). Hold [E] key and then release to FIRE!! The longer you hold the farther it throws.
Use with caution!

Image
Image


Here's how the new maps look like. This is of course a random example.

Image


Changes 32-39:

- game rules changed
* victory condition: mine or collect 20% of the maps gold
* stash gold in sacks
* 3 sacks available on start
* steal sacks and bring them to your tent for score

- new map generation code
* possible mountains and holes
* caves
* stone and gold are more likely to appear around caves and mountains
* gold appears more as gold veins
* trees don't grow on tent
- added catapult
- new sack graphics
- new bomb & explosion graphics
- new emoticon bubble graphics
- tent does not fall down
- sack gold amount displayed on mouse hover
- player HUD is not visible now when score board is active
- increased knight radius of attack
- new castle back build sound
- tent hit pixels changed to black
- fixed invisible map bug
- can't loot bombs from self & team players
- fixed knight not dying when bomb explodes in hand
- typing bubble appears when typing chat or in menu
- gold sacks & tent are drawn on minimap
- new stone tiles graphics
- added map generator config file ("Base/Scripts/generator.cfg")
- when not enough resources build tile blinks on HUD
- on reload map, old map saved to "Maps/previous.png"
- particle die time randomized


Changes 39-40:

- catapult can change rotate according to thrower
- improved arrow collisions (from circle to line)
- default score limit is 20% of gold available on map
- fixed crash on precache (loading controls)
- fixed player dangling on server after kick
- fixed bow sound not stopping after death
- fixed catapult facing wrong direction for red team
- fixed knight shield
- fixed gold on map wrongly calculated
- fixed player sprite not updating when dead
- return of the ladder bubble
- mouse aim is farther (to match zoom out view)


Sat May 28, 2011 12:44 pm
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Post Re: King Arthur's Gold - A 2D Minecraft-like
Oh yeah, forgot to post. For those that dont follow kagdev, build 40 has been released.

Catapults have been added in a rudimentary form, new mapgen code has been implemented and the game now has winning conditions and therefore a more concrete default goal.

There's nice new speech bubbles too, with the emoticons a hopefully obvious hat-tip to pixelation. We'll play around with them some more but hopefully we see some progress towards more mechanisms soon - as well as more control over the creation process, as teams cannot build catapults facing their side of the map as of now afaik.

edit: haha, thats what i get for leaving the tab open and getting distracted


Sat May 28, 2011 12:54 pm
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Post Re: King Arthur's Gold - A 2D Minecraft-like
; w ; oh my god. it's great.

I think there's too much gold. The server I was playing on yesterday, only one of the games did a raid win it, or even make a difference at all. Otherwise its just a battle in the middle, and miners digging up gold.

Catapults are wondrous. Skybridges no longer are a real threat when you can mow through them. Though there might be a bug, at one point someone loaded 6000 stone onto it and the most I've been able to with full stone is a couple hundred.

If I may make a suggestion, braziers and fire arrows? Skybridges are one of the only things I really dont like about the game, and it'd be nice to be able to set one on fire if the builders didn't include gaps in their design. Except fire arrows might make the upcoming wooden structures too weak.


Sat May 28, 2011 3:46 pm
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