Alpha version
Alpha released! Though only singleplayer mode is working.
Due to some unexpected problems running the network-part outside visual studio, syncing of players didn\’t succeed. When a solution to the problem is found a new version will be uploaded.
This version is far from complete and will most certainly contain bugs, if you find any please post a comment.
Enjoy
//CTH-team
Saturday, February 21, 2009 - 02:17:09
Well, lots of bugs atleast. :)
The “leaders” have grenade throw animaton? when they use Sniper Rifle, atleast one of them have that, the normal guy.
Is it supposed to be like if an enemy have fortified a zone and thus turned the shield on the zone into their color, should it keep being their color even when I take over it? And I feel it is a bit overrated to fortify a zone in its current state. $5000 for a few seconds of longer capturing time. I mean I can get 5 ak47s for those cash and that is way better spend money. Maybe add so that the zone owner team has like +10% dmg/defence in a owned fortified zone? Would be great for chokepoints.
The minimap is incorrect also, took some time to realise it though, when the goons just ran other ways in the minimap than I anticipated.
The AI is not particulary intelligent, maybe add so that in battles they have a x% chance of attacking the unit with the lowest hp, right now I can let a goon take beating like hell. pull him away at 5%, let the AI begin to attack someone new and add the dmged unit to the killing squad again and have 100% squad strength while the AIs units fall into eternal demise. Rinse and repeat until done.
The selectionbox is frustrating, have it extend and slide into an even bigger box if you hit the GUI, look at some RTS from like 1999 -> now to see how it works.
That is pretty much it (excluded the most obvious stuff so that Anton wont go berserk next time he sees me.) Anywho, it is starting to shape up.
Worst bugs must have been that after a while the Animations and the AI? just started to freeze every 1 second or so. The rest of the game worked fine though, was like the animations/ai just got paused.
And that it crashed when I exited the game.
Saturday, February 21, 2009 - 02:34:11
Round 2:
The pathfinding goes haywire kinda often, taking routes far from what I want it too, even in explored areas.
And the “unitAI” don’t like that I am the player, I mean I am spawncamping yellow players base with like 13 units and they have no chance whatever to get out, so I take one of my leaders to ninja their unguarded zones, despite my explicit orders to capture the zone he runs away when he have approached the point. After like 5 tries to babysit him to conquer the zone I let him do his business, believing he is headed for the nearby battle. But no… He goes to the nearest corner and just chills. :S
And the game crashed when I bought my second bazooka.
I wont be playing more tonight since I dont think you will appreciate more of my comments :D
Saturday, February 21, 2009 - 03:49:04
Thanks for the feedback Ekroth, we are aware of most of your problems and will try to fix them as soon as possible. But the thing that made me really happy is that you actually sat up and waited for our alpha version to come up, and than played it for quite a while is impressive,consider it’s in the middle of the night. Thank you. We keep you posted with updates.
Best regards Anton.
Saturday, February 21, 2009 - 14:22:39
Was actually waiting for the Team Fortress 2 update news, but whatever floats your boat :D
Gief new alpha :) And have you balanced out the weapons in anyway? I have noticed the .txt file in the folder with all the values for the leader weapons. There is actually a nice “balancing helper” in the RTS programming book me and Markus have. It is a good start atleast.