Author Topic: [COMPLETE] The Pit of 100 Trials  (Read 78570 times)

• get rid of the towers in the first flamer room
• turn off fall damage
• get rid of sharks
• maybe take a generally randomizer-like approach to your weapon selection (as in, use no rhyme or reason, just add enemies)
• have most enemies not move (or maybe not move much) and just shoot at you with guns
• have whatever melee enemies remain actually physically knock you around when they hit them you
• consider making the arenas physically larger
• no seriously forget sharks
• even get rid of water for the most part but why do sharks work like normal sharks and have instant kills that's not what i meant

• do you mind if i suddenly and very quickly make my own equivalent of this gamemode (admittedly even if the answer is no, i might do so anyway)
« Last Edit: February 26, 2016, 05:34:46 AM by Bushido »

good god that was fun. Some rooms were tough, but that was really fun overall.

My only complaint may be how OP some of the enemies are, the magicians for example.

• get rid of the towers in the first flamer room
some towers cause lazy and the bot spawns are on some towers
• turn off fall damage
lets see if that works better
• get rid of sharks
• maybe take a generally randomizer-like approach to your weapon selection (as in, use no rhyme or reason, just add enemies)
not sure what do say about this
• have most enemies not move (or maybe not move much) and just shoot at you with guns
but what's the difficulty in nonmoving enemies??!?
then again i can think of some
• have whatever melee enemies remain actually physically knock you around when they hit them you
no idea how to do that, keep in mind i can only barely make add-ons
• consider making the arenas physically larger
lots of larger rooms will be done for levels 51+, way too tricky to implement for existing rooms
• no seriously forget sharks
• even get rid of water for the most part but why do sharks work like normal sharks and have instant kills that's not what i meant
hah
why wouldn't sharks be normal??? they're just sharks man
only the ones in room 35, more would have to be done for room 40

• do you mind if i suddenly and very quickly make my own equivalent of this gamemode (admittedly even if the answer is no, i might do so anyway)
i wouldn't know how you would be able to do that
« Last Edit: February 26, 2016, 07:23:48 AM by The Resonte! »

the difficulty in non moving enemies is (eventually) dodging the sheer volume of bullets they're putting out

non moving enemies are the goomba equivalent and as the game goes on they become tougher but not exponentially more dangerous because they will always follow the same goomba (ie: they shoot at you) attack pattern

resonte i'll be willing to help code stuff if you need any assistance with that

also the hp display mod that you have right now is a little bad. i'll make a bottom-print based one with a bar and everything for you. tell me how you want it to look
« Last Edit: February 26, 2016, 01:00:22 PM by Gytyyhgfffff »

You could probably look at how knock back works for explosions, then use that to create harmless explosions that push things around associated with melee projectiles.

the difficulty in non moving enemies is (eventually) dodging the sheer volume of bullets they're putting out

non moving enemies are the goomba equivalent and as the game goes on they become tougher but not exponentially more dangerous because they will always follow the same goomba (ie: they shoot at you) attack pattern
i'm going to have to think about how i would be able to incorporate it

You could probably look at how knock back works for explosions, then use that to create harmless explosions that push things around associated with melee projectiles.
no idea how to do that

resonte i'll be willing to help code stuff if you need any assistance with that

also the hp display mod that you have right now is a little bad. i'll make a bottom-print based one with a bar and everything for you. tell me how you want it to look
something probably very similar to the Swollow's healthbar one, should display every time there's a change in health and for like 30 seconds after

it should do nothing except show health (no vignette effects)
don't use numbers

you can package it as an add-on or to be copy & pasted into a server.cs



i'm going to make some changes with the build and the gamemode and such to refine it a bit

bot_ability also gets a few updates and optimizing



thank damn that there's still 50 more rooms that i can use for cool -ideas- that you people bring

i have too many enemy ideas and not enough trials to put them in

but increasing the amount of trials would be weird (unless it's like, 200 or something)(but 200 is too many!!!)

the struggleeeeeee



the testing changes are almost done. now it's a little more refined.
gytyyhgfffff made a very radical new healthbar that looks very nice and works well.

since fall damage is turned off i can take a little more liberties with some of the pushier enemies (that push you)

music might come soon

eventually i will have to figure out how rooms "break", because that is vital

also i'm going to toss in a few bonus levels for concepts i have in levels 50+
in which by that point the levels are less like rooms and more like actual levels, kinda

ok resonte you're away on steam and i don't want to bother you so have a v2 hp bar where it is all gray x's on death and all green x's on spawn
http://pastebin.com/raw/2QD0Wp8T

make sure getHealth() and getMaxHealth() exist, but it should be fine since they're using the new health mod

testing session begins soon. open to everyone that has the password, which i'll post when the test begins

changes have been made, mainly refining.
also the cool new healthbar.
also three bonus levels.
also experiments with events to see if that helps avoid room breaks
als-

rggbnnnnn's Pit of 100 Trials

pass is "Downyougo".

join me!

it can only stay available for a few hours

dang the server actually timed out while waterore and i were on level 50

but it's back up so that's good

i cant find it

edit: nvm




RIP blockland:
« Last Edit: February 27, 2016, 10:42:53 PM by Lego lad »

good test, we beat the pit and the bonus pit to become gods.