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#26 Re: Main Forum » CastleFortify: Save and share your designs » 2013-05-17 06:30:33

Dinnanid wrote:

I think that you should make the grey section tile or whatever you call it partially transparent so you can still see what tile you are over.

Yeah that would definitely be a valuable addition.. At some point I'm going to have to redo the whole display process.  Since I'm using basic html Div tags instead of html5 console, I'm very limited on how to display elements.  As things progress, we'll get there.

#27 Re: Main Forum » CastleFortify: Save and share your designs » 2013-05-08 05:24:54

Shaved a couple hundred off it:
http://castlefortify.com/?id=3f17a3f

Course this only works once the family is out of the picture. RIP

#28 Re: Main Forum » More thoughts on too-hard houses » 2013-04-23 05:52:17

jasonrohrer wrote:

Maybe a choice between two packs... one with 32 slots for scouting, but you can't carry a loot sack to take anything (reaching the vault gives you nothing, you can't even open it), and another pack with 8 slots plus a loot sack.

I really like what this is getting at.  What I think we've all noticed in this game, is that there are two modes you eventually have to play as, but currently the game treats it as one. 

There's "A have a house I worked on hard and I'm scared to lose" mode.

and there's "I'm out for blood and revenge and I'm going to break into this other house if its the last thing I do" mode.

Figuring out how to do justice to both modes will be the challenge in my mind.

A note on being able to see the whole map:  I feel like this will spoil the game. I mean I haven't played it this way, so I don't know, but I feel like a lot of the fun is figuring things out, not just how they work, but inferring things about what you CAN'T SEE.

If you can see the whole map and it's still hard, to me that just means people of have obfuscated what the real map is.  Like when people do cryptic stuff to javascript code to make it unreadable by humans, but it does the same thing.  If everyone can see the whole map, we'll be trying to over-complicate everything we do to make it as obscure as possible. Not sure that's going to be that fun!

However, I do think the game needs more tools that allow us to infer things from what we can't see.  Tools that are like the voltage sensor (but more useful).  Like a tool that allows you to "hear" through walls (like safecrackers use), so you can determine, that 20 squares away, something just stepped on a switch.  An obscured "wire view" which maybe allows you to see some flow through the house, or maybe indicates when a large electrical change has occurred. Maybe a little camera snake, that can burrow through walls and allow you to see what's going on, without going there?  Or a device that allows you to splice wires together (say, to avoid a pressure switch) and then manually toggle them on and off.  Brute forcing a combination lock just became easier.   (OOoh OOh! and if you want to go off and a completely nonsensical direction, how bout letting us download and share bruteforcing software into the program which can crack the code for us. Okay forget that.)

Also, maybe instead of making a pack of 32, these tools are simply reusable.

#29 Re: Main Forum » CastleFortify: Save and share your designs » 2013-04-23 05:34:44

bgorven wrote:
CastlePi wrote:
segarch wrote:

I have definitely seen people try to hack my electric floor trap (http://castlefortify.com/?id=9a66737) by going back and forth 90 or so times, and then dying.  At the time I was like, what the hell do they think they're doing?
So I'd be cautious about a system that doesn't create a narrow window for success (unless I'm missing something here)

I optimized your version and got this: http://castlefortify.com/?id=6e545ec
It is 130$ cheaper an there is only one move where you can pass over the e-floor.

I wounder how you could improve this. If you are willing to die a few times you can easily break this...

http://castlefortify.com/?id=9a43a76
Chase the timing cat to the corner, then he stays there until you step on the doormat. If the robbers are stepping back and forward between just two squares, they might never activate the switches.

Oh my god - I would definitely kill myself making that one - I don't "get" cats. (in the game or in real life)

#30 Re: Main Forum » CastleFortify: Save and share your designs » 2013-04-23 05:32:51

CastlePi wrote:
segarch wrote:

I have definitely seen people try to hack my electric floor trap (http://castlefortify.com/?id=9a66737) by going back and forth 90 or so times, and then dying.  At the time I was like, what the hell do they think they're doing?
So I'd be cautious about a system that doesn't create a narrow window for success (unless I'm missing something here)

I optimized your version and got this: http://castlefortify.com/?id=6e545ec
It is 130$ cheaper an there is only one move where you can pass over the e-floor.

I wounder how you could improve this. If you are willing to die a few times you can easily break this...

Awesomee - I dig how you got those two pressure switches next to each other, somehow I was thinkin it couldn't be done. 

Definitely there can be some trial and error to solve the problem, but when the solution is around 15, people have a hard time brute forcing it.  Especially because there is zero visual feedback telling you how you are doing.

#31 Re: Main Forum » CastleFortify: Save and share your designs » 2013-04-17 07:16:07

edwardoka wrote:

Hey segarch,

I've been a bit quiet on my editor of late, as I don't want to do any more releases until I've fixed that z-fighting rendering bug, I see you've made some very positive changes to CF!

One of the things I've also been working on is the ability to switch between edit mode and interact mode, with a view to making electricity work as it does in the game - tiles change colour if they have electricity flowing through them, buttons and switches will be clickable/toggle-able etc.

Have you got many more changes to your own code than what's currently in github? If not, I can probably try to make my changes reasonably compatible with your codebase.

Cheers
Ed

Github is up to date - and I'm all about compatibility!
https://github.com/SethArchambault/CastleFortify

Note: The simplicity of my setup is starting to show issues - a lot of the code is getting to be very hacky and hard to follow (and therefore hard to build on).  Let me know if you have any suggestions on how to better organize it..

I may move over to something like angular.js to keep the data separate from the html..

That electricity feature sounds really cool!

#32 Re: Main Forum » CastleFortify: Save and share your designs » 2013-04-14 09:00:58

Dinnanid wrote:

I was just messing with some random text and I realised that the cost indicator shows the cost of the entire text not just the text on the board until a tile is modified. hmm

Nice catch!

#33 Re: Main Forum » CastleFortify: Save and share your designs » 2013-04-13 16:59:46

Matrix wrote:

Yeah % is perfectly fine. I checked the character on a few designs and it looks good.

Cool, thanks for checking!

Dinnanid wrote:

I have been messing around with Castle Fortify. I thought that this was kinda cool. To make it take this and set it to use the default custom format then save it. all it does is takes the letters from undefined that reperesent tiles and uses them as tiles. I just wanted to know if this was going to be changed so undefined will be considered one character when dealing with the tiles. cool

Good catch!  I'll probably swap out the default "undefined" message for X or something.  Interesting glitch though.. Makes me wonder what kind of maps can be generated from random blocks of text. ...probably random maps! tongue

#34 Re: Main Forum » CastleFortify: Save and share your designs » 2013-04-12 20:18:12

Dinnanid wrote:

I was wondering if you are planning to add the son as a tile or just keep only having the daughter.

Thinking of adding it as an option via the text grid component, but trying to keep the interface of the builder simple so will probably keep that to the daughter, given that they are functionally the same as the son - plus women are under represented in gaming, so why not. tongue

#35 Re: Main Forum » CastleFortify: Save and share your designs » 2013-04-12 11:29:24

Matrix: I've added your template as the default one for now, it has so many advantages over the previous addition, the one thing I have altered is the "voltage-triggered-inverted-switch" from ^ to %. 

The little ^ get's lost amid all the wires, and I want to make sure there is a size similarity between the voltage triggers.  Definitely open for suggestions on how to make it look clear & make sense!

#36 Re: Main Forum » CastleFortify: Save and share your designs » 2013-04-12 06:09:42

Matrix wrote:
segarch wrote:

• Wire View - See where the power is flowing by removing all walls

I was about to suggest something like this since I was always replacing these elements with find+replace but you already implemented it. Really nice addition.

Glad you dig it!  It popped into my head when Jason noted that even if you can see a whole map, it's still hard to figure out.

I think one of my goals going forward is to add features that allow you to clear away the noise and see the solutions as clearly as possible.

#37 Re: Main Forum » CastleFortify: Save and share your designs » 2013-04-12 05:55:47

Matrix wrote:

Here is something that I think would make a good standard template.

Wow thanks, this is incredibly well thought out, thanks for the explanations too!

Matrix wrote:

1. Using ▓ and ░ for different kinds of walls looks really nice but are less accessible characters (for manual editing) so I replaced them with
"wooden-wall" : "W",
"concrete-wall" : "C",

Yeah the reason I didn't include those characters in the default was javascript / html was rendering them wrong (wrong text encoding maybe?)

Matrix wrote:

2. Using a non-space character for the Empty Floor is a nice idea but I think that characters that don't connect (so they can be counted easily; you know you need to count steps sometimes) are better, so I replaced _ (_______) with . (.......). <- Which one is easier to count? smile

Good point!


Matrix wrote:

"wire" : "~",
"wire-bridge" : "+",
"wired-wooden-wall" : "-",
"steel-wall" : "=",

yep, this is definitely awesome. It looks right, and I like how it makes the progression of wires easy to follow.


Matrix wrote:

Following the same logic a Pit Bull is B and a chihuahua is b (small version of the same element).

This is great, love the mental grouping of the two.

Matrix wrote:

Adding the "owner" sprite and the "robber" sprite might also come in handy... imagine if you want to show where in your house someone died?

Yeah good idea.

Matrix wrote:

Bonus: the original character for the Vault was V, which is understandable... but I rob for the $ big_smile
    "vault" : "$", <-- the only character that makes sense for the vault

Agreed!

Matrix wrote:

4. The switch characters that bgorven used were intuitive to me so I guess other technical types find them intuitive too but since I used ~ for the wire I had to use a different character for the inverted voltage switch. I chose ^ since this means inverse in several notations out there (not in math tongue).

So I have one thing I'd like to throw out to the group. Whenever I come across a combination that I'm trying to record I represent is as: 010101110

Where 0 represents that the plate shouldn't be stepped on (it's inverted) and 1 means the plate should be stepped on (regular voltage switch).  Of course the issue with that is, it's easy to see, but maybe not as intuitive to write.

Thoughts?

Thanks for your work on this Matrix!!

#38 Re: Main Forum » CastleFortify: Save and share your designs » 2013-04-11 20:48:06

Major update to Castle Fortify!

New features:

• Home Valuation - See how much your home is worth. (Idea credit: Thanks Nystical!)
• Wire View - See where the power is flowing by removing all walls
• Custom Code Mode - Best for last! Now you can make your map from a text grid, or export a text grid to take with you. (Idea credit: Thank you bgorven)  Screenshot: http://screencast.com/t/yGcIFLboh8

Note: This is extremely alpha! If something is broken let me know!

Edit: By the way, if you have a template you like to create your text grids with, post it here - if it's really cool, I'll make it the default.

Edit2: I may be getting ahead of myself here, but I found an interesting side effect to the text grid concept.  You can now "copy/paste" portions of a map to other portions of a map.  I have assigned "x" as the "no-change" tile, meaning anything at the location with an "x" will stay the same (provided there is something there to begin with).  Not sure how useful this is yet, but I really like the idea of seeing a trap you like, and just copy pasting it into your own layout.  Tricky before - now with the text grid, it's easier.  Ight, now I'm headin to bed.

#39 Re: Main Forum » CastleFortify: Save and share your designs » 2013-04-11 15:06:59

bgorven wrote:

Edit: Thanks, Matrix. Seth any chance of adding the ability to import that type of text grid to the tool? It's easier for me to do a line-by-line transcription into a skinny notepad window next to the game client than to input it using mouseclicks.

I think that's a great idea - makes a lotta sense, and is in line with what I'm tryin to do with the code screen - make things easy to get in and take out of castlefortify. Cool!

#40 Re: Main Forum » CastleFortify: Save and share your designs » 2013-04-11 08:41:27

bgorven wrote:

The doormat in CastleFortify seems to be off by one.

Nice catch, it should be one up?

Edit: FIXED!  I moved it one up. Thanks for the heads up.

#41 Re: Main Forum » CastleFortify: Save and share your designs » 2013-04-11 04:52:58

Dinnanid wrote:
segarch wrote:
Dinnanid wrote:

Here is my favorite map! http://castlefortify.com/?id=738d003 lol

lol. Please tell me you did that by writing "error" over and over in the code panel.

Yep, I filled it with wooden walls and replaced wooden-wall with error in a text editor. smile

Excellent, that's the kind of hacking I like tongue

#42 Re: Main Forum » CastleFortify: Save and share your designs » 2013-04-10 20:26:51

Dinnanid wrote:

Here is my favorite map! http://castlefortify.com/?id=738d003 lol

lol. Please tell me you did that by writing "error" over and over in the code panel.

#43 Re: Main Forum » CastleFortify: Save and share your designs » 2013-04-10 06:57:31

edwardoka wrote:
segarch wrote:

That would be awesome! Would love to get that code - and I'm totally down for collaborating.  Let's do it.

Sounds good!

I just made my first ever commit to github... the place I work uses SVN. big_smile
https://github.com/edwardoka/castlr/

Cheers
Ed

Sweet, can't wait to peruse through it - welcome to the world of git.

#44 Re: Main Forum » CastleFortify: Save and share your designs » 2013-04-10 05:40:54

edwardoka wrote:

I've already implemented some of the things on your roadmap on it - do you want access to the source code?
I'd be up for collaborating with you on this.

Cheers
Ed

That would be awesome! Would love to get that code - and I'm totally down for collaborating.  Let's do it.

#45 Re: Main Forum » CastleFortify: Save and share your designs » 2013-04-09 05:17:08

jasonrohrer wrote:

Anyway, it's clear that buyable maps (v6) won't break the game.  If anything, it will make it much more interesting (simple 24-button combo locks that rely on simple hidden circuits will no longer be viable).

Wow cool!  Is there a page we can goto to see the v6 roadmap?

#46 Re: Main Forum » CastleFortify: Save and share your designs » 2013-04-08 18:55:40

Funky Functionality wrote:

It's a very scalable design that starts out as a $1980 iteration (gotta have that first crowbar) and relies on psychological warfare rather than combination locks.  It's working quite well so far.  So well, in fact, two people have committed suicide when they actually had an open route to leave the house.  Poor guys.

lol - yeah psych warfare is much cooler than combination locks, lookin forward to seein it!

#47 Re: Main Forum » CastleFortify: Save and share your designs » 2013-04-07 21:02:37

Funky Functionality wrote:

This is awesome, thank you!

Thanks for checkin it out!  If you create something cool, be sure to post it so we can see what you're up to!

#48 Re: Main Forum » CastleFortify: Save and share your designs » 2013-04-07 20:26:58

Ed wrote:

I knew I should have created a thread for mine. tongue

Ed, just saw your work at http://castlr.fonkle.com/.  Glad I didn't see it till now or else it totally would of discouraged me from building castlefortify!  Really like how you got the isometric view, transparent tiles, and cost structure in there.  Nice stuff man.

#49 Re: Main Forum » CastleFortify: Save and share your designs » 2013-04-07 12:22:29

Triad Best Main wrote:

Here is mine smile http://castlefortify.com/?id=111dac3 i left the most important bit out . This is pretty much the impossible turned off grilles trick big_smile

So in this version, you wait 31 turns and then can go right in? 

I have definitely seen people try to hack my electric floor trap (http://castlefortify.com/?id=9a66737) by going back and forth 90 or so times, and then dying.  At the time I was like, what the hell do they think they're doing?
So I'd be cautious about a system that doesn't create a narrow window for success (unless I'm missing something here)

#50 Re: Main Forum » CastleFortify: Save and share your designs » 2013-04-07 12:10:20

Matrix wrote:

even if there are still family members alive with this layout he can make walls of thickness 30 which prevents reaching the vault even with the method you mentioned.

This is something I kinda like about the current state of the game.  Even if you can make a system robust against a single attack, and even if you can make a few areas robust against 3 attacks, it seems like it would be possible to make the entire map robust against 3 attacks.  At some point there's gotta be a vulnerability somewhere in there..

That said, the downside of the current version is once someone comes in and kills one of the family members, the map gains in strength, until all of them are dead, in which case the map may become unbreakable..

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