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PostPosted: Wed Apr 01, 2009 2:18 pm 
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It caps at 15 per second so that makes it 15/0.02*100 which gives 75,000.

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PostPosted: Wed Apr 01, 2009 2:42 pm 
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Also, interest stops at the end of the level. So you can't keep juggling for lots of interest. :wink:


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PostPosted: Wed Apr 01, 2009 3:05 pm 
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Hmmm...what about another shortcut key?
Ctrl - Holding it down would upgrade a selected NUD automatically (assuming, of course, that you have enough money).

And in that status thing right where the NUD kills is shown...how about also showing a total amount of damage it has done in total and in previous wave?

I think those creeps should have generic names.


Last edited by Artman40 on Wed Apr 01, 2009 3:25 pm, edited 1 time in total.

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PostPosted: Wed Apr 01, 2009 3:11 pm 
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Or have ctrl clicking set a quene in which turrets are upgraded according to the order. When the cost is attained, the turret automatcally upgrades.


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PostPosted: Wed Apr 01, 2009 3:18 pm 
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Meh, can you even juggle now with the invader pathing timer the way it is? If a NUD placement changes the path of the invaders too drastically (more than 4 or 5 squares) the invader should ignore the modification to its path and just plow straight through.

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PostPosted: Wed Apr 01, 2009 3:35 pm 
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And about those other things? (showing damage done by each nud when selected and naming creeps)


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PostPosted: Wed Apr 01, 2009 3:54 pm 
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EDIT: Never mind, I didn't read thoroughly enough.

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PostPosted: Wed Apr 01, 2009 3:55 pm 
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*ahem* These would be only visual changes.


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PostPosted: Wed Apr 01, 2009 3:59 pm 
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Right now damage done isn't being tracked but I suppose that that's easy enough to do. Tracking by wave is harder because waves can easily overlap. I'll probably add a button to reset all stats so you can track stats for specific periods if you want to.

As for creeps, well, internally I call them normal, fast, group and boss, but there isn't any place to display in the game really, the creep indicator area is already pretty crowded as it is.

I don't think there's much need for sandboxing, in the final product I want to include custom levels so that would essentially become the sandbox. But even so, the undo-wave function should let you try out anything you want relatively painlessly.

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PostPosted: Wed Apr 01, 2009 4:18 pm 
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Hmmm...I am wondering, is the type of creep appearing in survival mode random? And would i make more sense of boss taking more than 1 life away when reaching the exit?


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PostPosted: Wed Apr 01, 2009 4:35 pm 
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Yes survival is completely random. As for bosses taking one life, it's meant to be that way. The thing is that bosses are slightly too weak currently. They're meant to be real hard to take down but you only lose 1 life anyway. The opposite of the groups which are easy to splash but take a lot of lives if they get through.

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PostPosted: Wed Apr 01, 2009 4:53 pm 
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I've discovered that random waves have setbacks. For an example, if you get too much waves of normal creeps in Just Build, then game over arrives faster than otherwise.

Oh...could you make the game over message appear 1 or two seconds after the game is lost so taking a screenshot would be easier on suvival mode.


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PostPosted: Wed Apr 01, 2009 5:31 pm 
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Its more than just creep type, there's a random variance in the power of each wave too.

Even if you do get lucky though, you're unlikely to get more than a couple of waves extra. If it's really bad I suppose you could just undo the wave, I'm fairly sure that will reset the random seed used so you'll get a different wave.

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PostPosted: Wed Apr 01, 2009 6:11 pm 
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Resetting always gives me the exact same wave...

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PostPosted: Wed Apr 01, 2009 6:27 pm 
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Mmmm, I could change that but now I'm wondering if that would open it up to exploits.

Currently I think it will give you a new wave if you undo then either sell something that would've fired or built something that fired before the next wave spawned.

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