Discuss the massively-multiplayer home defense game.
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The simple button is a great addition! I think it allows for some interesting different traps, especially with the pot plant! Brilliant. Reminds me of block-pushing games.
It's gonna be a clock with memory I imagine.
http://thecastledoctrine.net/forums/vie … 4299#p4299
This post pretty from way back when pretty much sums up what you are talking about here , with different worlds and such, excepting the 'nuke' part. I think it would add variety to a game that can otherwise become quite stale.
Yes, I would love a game of SiD, but unfortunately it's often very hard to find players in the right timezone for me (im in aus), especially with SiDtube down.. :~( so many stories lost...
As has been mentioned here, a simple work-around for windows wouldn't be enough. It is too easily exploited with dead animals in pits.
What I was thinking of was a 'cardboard box' tools, ala Metal Gear Solid. However, this box would be static and thus you would have to throw a bunch down to traverse a passage without being seen by pets. Perhaps immune to the family? "Hey mom, why is there a man in a that cardboard box over there?"
Hmm speaking of splintering wood, does it seem odd to anyone else that doors remain the only unbreakable tile in the game? (apart from the safe and the panic button)
Who do you think will feel more ripped off, the consumer that buys your game before a sale, or the devoted fan that has to watch the game that they helped oversee the development of die because nobody else wants to play?
Sleep is Death. I shed a tear for thee. Another one of Jasons multiplayer games, It has since shrivelled into obscurity due to the dwindling player base (and a lack of a lobby server).
If you are struggling for an idea for your next project Jason, then please spend a few precious months polishing up and re-releasing Sleep is Death as a Steam game, and add a lobby server! It was such a masterpiece that it deserves a wide audience. Don't do it for the money, do it for the stories!
I should really fix some aspects of this. First, you should automatically receive the bounty in this case (when the robbery finally times out). Also, you should automatically receive all of their carried tools (we don't know which ones they used, but we can assume the best case for you, the owner).
Couldn't the client send a packet to the server at the commencement of the robbery which contains the details of the robber and the robbee as well as the bounty and tools?
I thought sleeping dogs couldn't be killed at all but I recently saw someone shoot a drugged dog. Is that supposed to happen?
Dog+Drugs+Gun=Good
Dog+Drugs+Club=Bad
I was thinking, there could be some rendering "tricks" so that we can guess what's behind a wall without modifying the smoothness of the shroud? For example (I would love) some elements/pixels of a tile would be glowing in the shadow, e.g. a small cross for the wire bridge, a sunstar reflecting on an electric floor or the glowing red eye of a pitbull...
The general idea being that every player would have the same information onscreen, without requiring to battle with their monitors...
It is an interesting approach to embrace the 1-square visibility rather than remove it. I also like the red pitbull eyes idea.
A couple of things...
Whoa! This is a HUGE idea....
After all, in real life, you break in not really knowing what might be in the house that's worth stealing.
Still, I wonder about "blind" sorting like you're suggesting. Maybe sorting by number of deaths or something else? Also, if the value isn't shown, why should the other stats (attempts/deaths) be shown? It would be pretty cool to just have a list of names with no stats at all.
This would even out the distribution of rob attempts between all houses. If sorting is based on attempts/deaths stat would it mean that a house jumps to the bottom of the list each time it is edited? It would make it interesting, as wealthy houses would be no better off than beginners at being 'ranked' on the list, and houses at the top would be truly established. If someone can create a house which withstands robbery attempts without any edits it would remain right at the top and everyone would know that while it may not be a wealthy residence, it certainly must be a tough maze. Which is thumbs up in my book.
And it seems like there should be some way to "discover" that a house has a lot of money in it. You know... like the way rumors of hidden wealth lead to robberies (at least in the movies). So... maybe upon scouting, if you get close enough to the vault, you can mouse over for a value estimate? Well, but that would mean the value estimate would need to be in the protocol for the house check out, which means that people would just sniff the protocol to get that value without ever nearing the vault.
Hmm... actually, rumors could spread about a robber who has been successful in a bunch of houses. "Mr. Stevens just robbed 5 people this afternoon... I bet his vault is loaded". But it could be set so that you never know for sure.
Could rumors be simply "John Lee McGreggor has died!" or "Mark James Spicer has murdered two innocents!" or "Patrick Wayne Little has committed robbery!". Then the players can put the pieces together. Perhaps just do an ongoing rolling update of what has happened since you last ran the game with 5 seconds between messages?
Anyway, this would be a MAJOR change to the climate and strategy of the game.... and it's kind of late to be making major changes like that. I mean... we've been robbing houses based on their estimated value for 10 months now, and a bunch of aspects of the game are built around that (like leaving some money in your house to attract robbers for their bounty).
Whatever happened to the second server?
If you read back through the past forum topics (perhaps search 'dog') you will see this issue has been pored over and tweaked by Jason quite intently, and we have ended up with the current implementation in the game which you are considering a 'bug'. It is not.
Dogs are supposed to be dangerous. When drugged dogs were club-able they were very easy to bypass. Previously you required DOZENS of dogs to defend your family, now only a few dogs will do just as good a job (and in fact too many dogs can now weaken their effectiveness.)
The graphics show no indication of this which is a bit of a problem, maybe some flies or "smell lines" should emanate from a pit which contains a dead pet.
Not a bad idea. Easy to implement too.
If anyone feels like it, The House Objects page could do with images for the items. It looks pretty bland right now as a bullet list.
you can do it yourself pretty easily, find every wall/window/vault/pit, duplicate the 0 state folder and rename is 1, go back into the 0 state folder and change properties file to remove the 'blocking'
the game uses a houseobjects 0 state in build mode, and then 1 in a robbery - or if there is no 1, it defaults back to 0. so basically, wooden walls for example have a 0 state, then 2 for broken, 3 or burned, etc. but no 1. i just copied the default 0 to 1, and changed the properties of 0 to remove 'blocking' and now i can walk over them in build mode but they go back to blocking me in robbery/test mode.
i have been using this for a while and haven't failed any server tests, so i would say for now it is safe for now.
Nice. I do think it is a large stretch of the imagination to consider this cheating, seeing as this doesn't give you any sort of advantage or effect any other players.
I suspected something like this, but I thought it would require copying the settings files over between building and robbing. I didn't realise the game has different settings for robbing and building.
Thank you for sharing
if you return home to powered trap doors, when you have finished reviewing the robbed state of the house, simply click 'done' and then exit the self test immediately and the house will reset to everything powered off.
As far as I know this doesn't actually fix it. Unless somethings changed, I recall having a lovely set of closed trapdoors in a house from a previous version (when I could afford them). I loved this, as it enabled me to get around and edit more easily.
... and i know it is possible to have every tile as non-deadly/blocking in build mode.. because i kind of made myself a mod for that.)
Share? Or is it considered cheating to enable something like this?
I currently have a situation where i need a voltage trigger switch to be facing down instead of up in order to have my trap work.
I can't mirror the trap so that it'll work as there's already something there...
So is it possible to rotate objects?
I have often thought this would be an extremely versatile additional. I *think* it has been suggested in the past, but it must have been very long ago...
Including four direction voltage switches would make electronic designs much more diverse, ie. more friendly to alternative trap positions.
What about an option just to "save" your house as a text file, letting you import it into castledraft easily? I know it will lessen the edge slightly of trying to remember your clever wiring, but you can already save your house design with screenshots (I'm doing it now), and rebuilding a house from those screenshots is still dangerous and frustrating(I've died 4/5 times trying to rebuild my house). Having an easy way to share your house design to others on the forum would be worth it, at least in my opinion.
Perhaps there could be a 'View All' button during edit mode that shows you a scaled overview of the entire house fit to screen. Handy for seeing the big picture when editing and also for taking a screenshot.
House furnishings are not redundant! Folks are offering up complex suggestions here, all I want is a few house plants, a gold fish, a sofa. Stupid crap that does nothing other then give me something to work for. As I stated before, a nice looking home with a pleasing entrance will entice more robbers deeper into its labyrinth. "More flies with honey", you know?
Just edit the tile images and make them whatever you want! For example, changing the panic button into a pot plant, the red and green lights into a couch and tv, etc. Then upload the files as 'Furniture Mod' and share them with users that can also see them.
It's odd there isn't a a mod scene for the game yet.
Now, if there are game mechanical objects that can be added to the game, and there is a solid case for why the addition would be a truly unique (i.e., not redundant) new gameplay element, I'm up for those kinds of suggestions.
Conveyer Belts - Self explanatory. Four direction types.
Floor Boxes - Like a trapdoor that flips over when it is powered. You could conceal a pit bull there or even use it to trap the robber if he is on it when it flips.)
Draw-bridge doors - These would take up two vertical squares and open vertically, covering the tile below it and killing the robber or pet if it opens or closes on him.
Swinging Blades - Three tiles wide, two powered wooden walls either side. Functions like electric floor but only every other movement, ie. it swings across into the tile and into the gap in the wall either side.
Falling Floor - Can only be crossed once, after which is becomes a pit. (OP)
Fire Shooter - Takes up 5 tiles. Shoots out flames four ways when it is powered.
Swinging Doors - Close behind you, unless a pet is directly behind, in which came it will step through and the door will close (unless a pet is behind that one...).
Fences - Can't be crossed by pets, only by robber.
Just some off the top of my head.
Well there was a time when broken houses still earned money so would constantly reappear at the bottom of the list, creating an odd ghost town.
Ahhh.. good old ghost town. The was something endearing about making your way through the mangled remains of all these broken houses for some quick cash.
Gun with a range of 2 would be very interesting. It would allow for more area control of your house and create some nice tension. However I am not sure about nerfing the meat range. Firstly, it doesn't require great aim to throw a piece of meat, and secondly it just isn't as effective as a gun.
i like the idea of a chalk outline, personally
This.
Although the way family-members bodies just lay there is morbid, I think the chalk outlines would be more respectful and sadder.
Hmm.. What about a gravestone? Or is that too cliche?
If I die am just boosting the economy and leaving more money around to grab once the chills wear off.
Actually that is an interesting point. You can essentially earn $500 an hour by suiciding in an easy house a number of times. But only if the server is empty.
Yeah this issue of 'getting the ball rolling' has been in my mind since I have tried this new version. It is great, but I think the economy lacks that much needed 'push' to get you off to a decent start. It used to be salary, or before that, empty starter houses, and before that, the vast ghost-town of living-dead houses, which was kind of cool actually.
Anyways, I had a left-of-field concept for a way for the game to give out small sums of money: The Hit List. This would kind of be the mirror side of the bounty system, The player could enter the hit list just like the house list, but it will display a family member and the sum to be earned. Houses will only be listed if that owner has ever robbed or murdered, with an appropriate sum of money awarded accordingly, perhaps increasing per failed attempt by players.
Once a hit has been complete, that house is removed from the list until that owner again robs or murders, and another family member will now be the target.