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Dj0z
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PostSubject: TO DO LIST   Sun Feb 22, 2009 5:45 pm

Basically, what you can expect in the closely upcoming versions:
(Ill edit it to keep it up to date)
(done ; cancelled ;dealt with)

*reduction of the lag, especially upon music changes and from sfx amounts
*further simplifying of human building and researching system
*removal or automatism of the builders
*Reworking the Well's spell gameplay
*More cinematic effects overall, an ending scene, less laggy effects
*Notification of important events: pillar death, dome fall; with extra eye candy and announcements
*More noob-friendly map (includes an extra intro, better tips, and other things) (current #1 priority)
*Jump spell for the Colossi
*Finishing the terrain
*Adding the movie-like credits in the end, with beta testers and special credits inside.

If you would like something specific treated first, just let me know bounce .


Last edited by Dj0z on Thu May 21, 2009 1:02 pm; edited 9 times in total
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Death_is_wierd



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PostSubject: a repeat   Tue Feb 24, 2009 7:39 pm

Maybe you could give the defenders some units?, that might make it more even cause i just sweep their defences aside when im a colossus
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ElMicha
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PostSubject: Re: TO DO LIST   Wed Feb 25, 2009 4:42 am

They do got units. But, the defenders may not understand how to get them, and they tend to be less usefull for defending than towers. Depends how you play.
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PostSubject: Re: TO DO LIST   Wed Apr 01, 2009 1:55 pm

I agree I think the number one thing is having people understand better, it is kinda confusing when jumping into it
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PostSubject: Re: TO DO LIST   Wed Apr 01, 2009 3:45 pm

Yea thats the number 2 priority.
it's not in the list thou, cuz it involves parts of other items of that list.

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Nigetron



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PostSubject: Re: TO DO LIST   Wed Apr 01, 2009 3:49 pm

Makes Sense
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silent521
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PostSubject: Re: TO DO LIST   Mon Apr 20, 2009 4:38 pm

Well if you want to help people understand better add a longer cutscene that explains it. Then give the host the option to choose short tutorial or long tutorial. This way if theres a lot of new people the host my choose the longer tutorial to better explain it or if they all know it then he can choose the short one.
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PostSubject: Re: TO DO LIST   Mon Apr 20, 2009 5:13 pm

Yea that woul dbe possible in theory.
However, out of the numerous tests i did so far, there is always at least 3 newbies around.

3 is not a majority, but ut represents more than a half of the colossi, for example.
With such low numbers, the host could be tempted to choose short intro and htey will have a hard time starting to play...
Maybe a weekend i could do this, but i doubt it would be This useful, atm.

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PostSubject: Re: TO DO LIST   Mon Apr 20, 2009 5:41 pm

Eh... Well it was worth the thought. Ok, how about you be more descriptive on the tool tips.

Like..

Humans

In blue write what it unlocks
In red write how much dmg and what kind (aoe, single, aura, and the likes)
In white tell the useless information nobody never really read

Give the same tooltips. Like archers and archer upgrades, give same tool tip so they can be distinguished that they work together. For the maievs change their tool tip in the upgrades as their portrait, but keep i the way it looks in their inventory.

Golems

In blue write what it is used for like ...
killing grouped units
killing tower
killing packed towers
corrupting the well
and so on
In red (same as humans) example aoe, line, single, mass debuff, mass buff, aura, and so on.

(This will take a long time and probably won't be done if not in the end of the making, but i'm sure it would help)
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PostSubject: Re: TO DO LIST   Mon Apr 20, 2009 5:57 pm

Really nice ideas, dude.
Atm imm really too tired to say much but it rox.
gonna look at it tomoro.

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silent521
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PostSubject: Re: TO DO LIST   Mon Apr 20, 2009 6:00 pm

Glad i could help. Told you i'm packed full of ideas. Well usually I am. night.....
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PostSubject: Re: TO DO LIST   Sat May 02, 2009 8:02 am

I have started the map as observer to see the general game, and I did find some names were in french and some are in english, I think that you should take one language for all units.
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Burning_Iegion
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PostSubject: Re: TO DO LIST   Sat May 02, 2009 1:35 pm

The defnders' names are in french yeah. But so what? It's kinda cooler.
What else is in french? Tell us so Dj can fix it if needed.
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PostSubject: Re: TO DO LIST   Sat May 02, 2009 1:55 pm

French words will be fixed, but i usually just dont notice they actually are in french unless someone tells me precisely where they are.

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PostSubject: Re: TO DO LIST   Sun May 03, 2009 1:23 am

Oh sorry, I didn't know the defenders names were in french intenionally. Well, I also noticed that you use some strange mechanism to make people under the shield invurnerable. Is there any reason not to just make them permanently invurnarable while they stay under the shield instead of making the invurnerability flicker on and off?
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PostSubject: Re: TO DO LIST   Sun May 03, 2009 1:30 am

the flicker is a bug wit unknown reason.
I'm using dummy caster who cast big ad voodoo,but for some reason, in the map, the buff comes and goes...
I've managed to make it in a way so they are invulnerable almost always, but at the moment i can't make it totally permanent.

PS: nah the defenders names were not intentionally in french btw, just i won't notce they are in french unless you tell me lol.

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PostSubject: Re: TO DO LIST   Sun May 03, 2009 1:39 am

Can you show me (or PM if you don't want to make it public) the script of the big bad voodoo caster? Maybe I can find a bug in the code.
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PostSubject: Re: TO DO LIST   Sun May 03, 2009 1:47 am

Actually, the spell itself is perfectly fine. I have tried and put a level 10 rhasta on the map, with the original non-modified big bad voodoo.
Guess what? when he casts it its just the same: the invul comes and goes. it must be from some odd other thing in the map, but then again, i just cant afford disabling the million of triggers one after each other just to find out what is causing this minor bug. Minor baecause you can hardly even damage anything that is under a Dome atm.

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PostSubject: Re: TO DO LIST   Sun May 03, 2009 1:57 am

Idk, if you just Hold Position next to an enemy unit with a colossus (IDK how many dmg they deal but...) you could easily kill it I guess.
Edit: If you need any help with coding, I'll gladly try to help you.
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PostSubject: Re: TO DO LIST   Sun May 03, 2009 2:12 am

Well, no u can't really do that, unless you have sudden death, and if you do, you need massive luck.
That because the vulnerable part lasts at Most 0.1~0.2 second on units under domes, and by the time your colossus lifts his punch and tries to crash it down on anything, that thing becomes invul back, and the attack is automatically cancelled at this point.
The result is a olossus playing the start of his attack anim over and over again without ever hitting anyone. This goes with max speed upgrade too.

And thanks for the help Smile if i have anything actually related to coding that i'd like help on i will let you know.

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PostSubject: Re: TO DO LIST   Sun May 03, 2009 2:14 am

Well, it seemed to be more than 0.2 seconds for me, but I could be wrong.
EDIT: Played again and it is indeed a short time.
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PostSubject: Re: TO DO LIST   Sat May 30, 2009 12:46 pm

I suggest either u make the humans stronger or u make the colossi weeker.
I mean the game must be even.
Or like Dead_is_weird said add units to the defenders.
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PostSubject: Re: TO DO LIST   Sat May 30, 2009 12:50 pm

Do Humans have a Hero made to kill colossi?
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PostSubject: Re: TO DO LIST   Sun May 31, 2009 11:44 am

Hmm humans have enough units of you ask me... And the best strategy for them would be towers and a few green giants... Most of the people don't even get how to restore the portal links so that they can make units...
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PostSubject: Re: TO DO LIST   Sun May 31, 2009 4:13 pm

Well I just remeber something about making more colossi killing hero in some description. I think it was taken out or something. Anyways I don't really like playing humans.
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