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#28 Re: Main Forum » Thoughts from a Newbie who was truly looking forward to this game. » 2013-06-12 10:48:42

jere wrote:

THIS is a smart suggestion... if the client only knows what the player can see, cheating is rendered rather useless...

We talked about this before: http://thecastledoctrine.net/forums/vie … php?id=290

I suggested removing blueprints (for some houses) and, ideally, switching to a system where you pinged the server on each turn. That's the only way to do what you're describing. Instead of just submitting your moves once done with a robbery, you'd have to do an HTTP request for every single move... potentially hundreds of requests. Then the server has to load your map into memory (or keep it there the whole robbery) and process  a single turn. Not only is this a huge amount of overhead, but it actually might introduce a little bit of lag. In most games you can do some sort of approximation while waiting for the server response, but here when you move into a new tile, you have to wait for the server to know what you're going to see.

I'd really like to see that stuff implemented because I think blueprints are central to the future of this game, but it's no small change.

You have to send something to the server, yup. Noone said it has to stay with HTTP requests wink
Could use TCP or a WebSocket

#29 Re: Main Forum » Thoughts from a Newbie who was truly looking forward to this game. » 2013-06-12 07:18:46

Well it isn't exactly required to tell the client about stuff the player doesnt see

#30 Re: Main Forum » Changing the Concept of the Ideal House » 2013-06-12 07:17:09

jere wrote:

I'd say the biggest problem is that once you accept permadeath, you can always use all the tools you can buy at the beginning just to crack houses - there's no obligation to contribute a house of your own.

Yea, the problem is that if you're determined to rob one of the top houses, $6k is immaterial in the face of a $20k+ payout. If tools were more expensive and/or the starting money lower, you might instead build a house and wait for salary to roll in before attempting that.

Except that houses that dont use magic dance or something like that are insanely easy to crack atm with blueprints
and its hard to build a reasonable house even with 6k imo tongue (reasonable aka you will still ahve money when you come back)

#31 Re: Main Forum » Try the new Perma-Permadeath server » 2013-06-11 17:48:10

Well yeah, I spent like 2 hours making a house and then died testing it cause i got impatient XD

#33 Re: Main Forum » The Place to Post Your Break-ins » 2013-06-11 14:17:29

jasonrohrer wrote:

But, I will point out that having to write computer software in order to solve a house is further evidence that this game has gone way off the rails...

Well you dont *have* to write computer software, it just sounded more entertaining to me than sitting down with a notepad and figuring it out by writing tongue and its easier to keep track of the interaction between 2 animals that way

#34 Re: Main Forum » Pet movement suggestion » 2013-06-11 12:10:57

ah ok :3
how did you figure that btw? just trying around with the mechanics?

#35 Re: Main Forum » Pet movement suggestion » 2013-06-11 11:55:54

zed wrote:

If i step down now, on top of the cat, it has 1 possibility to move (up) to increase its distance from 0 to 1
Which it does, if i step back up, ontop of the cat again it has 2 possibilities to increase its distance from
0 to 1
By order of preference it would choose down and go back into the dead-end, however it seems to choose up

Yeah, there's a special rule I didn't mention: if you step onto a cat, when it's deciding which way to move it uses your *previous* position (i.e. the one you stepped from onto the cat). That's what produces this nice fleeing behaviour.

Which means the cat gets stuck in the dead end though?
Since when you are above it you are 1 from it away
once you step on it you are 0 away, however the cat uses your old position which is 1 away, 3 directions are blocked and in that view going to the only possible one would reduce its distance from 1 to 0.
Or what did you mean?

#36 Re: Main Forum » Animals on other Things » 2013-06-11 08:31:02

Hmm true, didn't think of that

#37 Main Forum » Animals on other Things » 2013-06-11 08:19:44

Laffinty
Replies: 2

Hey there, now I dont think I found a wait to put an animal on e.g. a powered trapdoor or a sticky switch (cause they would remove the thing you try to put them on)

Does this mean that when in a blueprint i see an animal on something like that I can assume that the house has already been broken into (and thus saved in the new state with the animals possibly on stuff)?

#38 Re: Main Forum » The Place to Post Your Break-ins » 2013-06-11 08:15:19

I dont know if you call that cheating, but I just broke a magic dance house by replicating it into a self-written program and moving around in it (and restarting a lot cause i screwed up tongue) till i saw a pattern that works (the magic dance turns the electric floors off that would otherwise turn on if you step on them):
3dm3K.png

#39 Re: Main Forum » Pet movement suggestion » 2013-06-11 07:09:16

Hmm either i'm failing to understand your description of how pets move or I dont know..

3djN6.jpg
If i step down now, on top of the cat, it has 1 possibility to move (up) to increase its distance from 0 to 1
Which it does, if i step back up, ontop of the cat again it has 2 possibilities to increase its distance from 0 to 1
By order of preference it would choose down and go back into the dead-end, however it seems to choose up

Or am i getting something wrong?
also once here:
3djPd.jpg
it would have 2 possibilties, right and up, it chooses to go up, but by your order of preference it would prefer to go right (and it keeps going "up" even after the family has no chance of blocking it)

#40 Re: Main Forum » Animal movement behavior affected by code? » 2013-06-11 05:44:19

Ah I thought that thread was about something else :3 sorry then

#41 Main Forum » Animal movement behavior affected by code? » 2013-06-11 05:09:15

Laffinty
Replies: 2

So not sure what to call this XD
basically I noticed something and i'm not sure if it is a bug or intentional, it may be due to how the code works (if you loop through everything from bottom to top and left to right) or it may be intentional or some kind of other bug..


anyway

3dgB2.jpg
thats the basic test setup
once i take the first step

3dgC6.jpg
you see the the top and bottom chihuahuas behaved differently
the top once both moved toward the window wherein the on the bottom, the bottom one seem to have been blocked by the one infront of it

on the right you see that the chihuahuas coming from the right also both moved to the window
to test this with chihuahuas approaching from left:
3dgEf.jpg
activate door:
3dgES.jpg
move one more step:
3dgFk.jpg
you see that again only one of them moved as opposed to the ones that approached from the right earlier

#42 Re: Main Forum » Complexity, puzzle families, and the metagame » 2013-06-10 14:59:00

zed wrote:
jasonrohrer wrote:

The problem is still imbalance.  House owners have a fundamental advantage over robbers, because they can design puzzles that are unsolvable in practice.

I still don't see that that's been demonstrated. Maybe it's possible, but I don't currently see how.

Chihuahas, Cats and Pressure plates

only you walk in a very specific pattern, you have no chance to get the vault

technically not "unsolvable" but who sits down and tries to figure ou thow to walk to guide 4 chihuahas and 2 cats over the exact spots they need to be? XD

#43 Re: Main Forum » [Suggestion] Be the wife » 2013-06-10 14:56:14

largestherb wrote:

i said this on another forum about another game that features only 'male' sprites. use your imagination and any character can be anything you want it to be. pit bulls are tyrannosaurus rex, doors are magically levitating totem poles that block your way until you make them levitate using mana-wires.

heck, the sprites the game uses are all there to be edited free of charge. where is the CUSTOM SPRITES fan website where we upload our best artistic graphic packs?

brb turning pit bulls into t-rex and my children into alpacas!

I could look at notepad, use my imagination and it can be any game I would ever want it to be! No need to do anything in life or buy any games, since I have my imagination! tongue
Yeah, no

#44 Re: Main Forum » [Suggestion] Be the wife » 2013-06-10 13:10:00

I'm sure many 1991 families set electric traps in their basement-ish house while Father goes out to rob other houses
But K, i'll take that answer tongue

I'd still argue that in 1991 women were already quite independent, well maybe that was diff in other countries~ But its your game :3

#45 Main Forum » [Suggestion] Be the wife » 2013-06-10 11:51:12

Laffinty
Replies: 13

So yeah, one thing bugging me atm (maybe it is because it's alpha) is that you can't play the wife and have your man stay home tongue

Shouldn't be too hard to implement either, just a new nameset and swapping graphics/words.

#46 Re: Main Forum » Complexity, puzzle families, and the metagame » 2013-06-10 10:11:01

dalleck wrote:

1. One issue I see with creating levels in TCD is that creator must solve it without tools.  This limits the design possibilities exponentially.  If you have a set of tools you could take along when you self tested, then all sorts of things would be possible when creating a trap.

This has 2 Issues for me:
1) It is realistic because you wouldn't want to disassemble walls of your house to get to your family/vault, right?
2) It is unrealistic because if you have pitbulls you'd not expect them to bite you.

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