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Post by Rico's Roughnecks on Sept 5, 2012 23:26:29 GMT -5
I suppose fog makes it less likely that we will ever get that much requested "undo last move" button. Because unscrupulous players could move to reveal territory, undo it and move again based on that reconnaissance
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pjft
Curator
[ Elite & Heroes of Steel Supporter ]
Posts: 63
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Post by pjft on Sept 10, 2012 10:39:52 GMT -5
Hmm... I'll add my two cents to the fog of war discussion. I think that the way it is, currently, isn't at it's best. I'll agree that it should move with the templar when you move him - it feels awkward to move the Templar and not updating the fog of war. However, I would rather have field of vision instead of fog of war (or maybes mixture of both, i.e. larger range, but limited by your line of sight). At the moment it's awkward to see cells and aliens moving behind walls that surround me, just because of the fog of war. Also, I would hope to be able to see an alien in the same hallway as me, 10 steps away from me, but not necessarily one that is a few cells around the corner, unless he is in my line of sight. By all means, the current fog of war is a big improvement over the previous non-fog-of-war world still, I would rather have it as it was in the old laser squad/space hulk games, where it was more a line of sight thing. Especially since fog of war is meant to represent actually Fog in a war - i.e. when the battlefield is really large - and not something like a couple of meters ahead of you. And it would certainly make it a very nice challenge. Consider it please. Cheers, Paulo
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Post by Lt. Hathaway on Sept 10, 2012 13:27:34 GMT -5
After playing for a few days, I think the thing that surprises me the most about fog is that the alien turns aren't any faster. Are you still drawing the enemy even though we can't see them? I'm not an Android dev, I freely admit, but I'd think you could do offscreen movement in a nice snappy data array and only draw them when visible. Love the game, but AI movement is so slow, and I play Dead Space, Dead Trigger, and those Glu games on this tablet, so it's not my device, lol!
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Post by Lt. Hathaway on Sept 10, 2012 13:37:42 GMT -5
Going even further off topic, if it's the AI that's slowing it, you might look at the AI for the "Moria" family of turn based games. They're square movement through twisty tunnel, ported to every known platform, and I believe, publ8c domain.
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Post by Cory Trese on Sept 10, 2012 22:48:28 GMT -5
We're not drawing anything that can't be seen in the screen.
We are working on improving the performance of the AI in Templar Assault.
The developers who created Dead Space and Dead Trigger are probably way, way better at this than I am.
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Post by Rico's Roughnecks on Sept 10, 2012 23:40:06 GMT -5
If it makes you feel any better, I boycott glu because the developers are such money grubbing jackasses
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Post by Lt. Hathaway on Sept 11, 2012 0:45:58 GMT -5
If it makes you feel any better, I boycott glu because the developers are such money grubbing jackasses Yep, play them until you have to buy coins, then delete them. Never sent Glu a nickel. I'd have bought a couple for cash up front an no ads.
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ncaoa
Templar
Getting killed by Deathkin. Again.
Posts: 972
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Post by ncaoa on Sept 21, 2012 5:52:42 GMT -5
I for one love the fog of ear. It adds a sense of horror and eeriness, while also providing a tactical challenge.
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Post by Cory Trese on Sept 21, 2012 14:21:17 GMT -5
I for one love the fog of ear. It adds a sense of horror and eeriness, while also providing a tactical challenge. It has really increased my enjoyment of playing TA, I agree!
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Post by Rico's Roughnecks on Sept 21, 2012 16:52:47 GMT -5
I think its better than unlimited vision too. That was just unrealistic, except for specific missions where the templars would have access to surveillance systems.
Id like to try it with line of sight instead of the, "sensorkit"that sees thru walls. I don't have a problem with sensorkits but id like to try the other way too.
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Post by Cory Trese on Sept 22, 2012 16:21:49 GMT -5
I think its better than unlimited vision too. That was just unrealistic, except for specific missions where the templars would have access to surveillance systems. Id like to try it with line of sight instead of the, "sensorkit"that sees thru walls. I don't have a problem with sensorkits but id like to try the other way too. I intend to save that difference for a differentiation between TA and HoS. I really like the way it works for TA and think we'll keep it the way it is, especially since we planned this feature from the beginning and spent a lot of energy supporting it in the map generation process. The opposite is true for heroes, where we are doing map design based on LOS instead of SensorKits. Great suggestion -- you'll get a change to try both versions, just not both in TA
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