Discuss the massively-multiplayer home defense game.
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When I sent out a call for a final round of alpha testing, over 600 of you came through and hammered on the game. You found a slew of tiny issues that no one had noticed before. Thanks to all of you for your hard work in reporting all of this stuff.
I spent the last two weeks fixing all of these. The result is version 25.
A full list of changes can be found here:
Interesting! I'll fix this.
Looking at the logs, I don't think this was the same person (Switzer only robbed you once, that I can see, and the other time was by Crabtree?)
Both people seemed to have gotten their tools legitimately. Switzer had a 6000 robbery right before robbing you. Crabtree had been playing for a while and lives on to this day.
Okay, close to having this working... will post some screens soon.
One thing: to keep the soft visual edge of the shroud, it's necessary to have at least one-tile-deep visible behind walls. So, you will still be able to see a dog behind a door (but only if you turn your gamma up), but no longer able to see a dog two spaces behind a door.
I split this out into a separate thread so that we can discuss it further.
I'm aware of this issue, and it's certainly not ideal, because it gives more tech-savvy players a visual advantage.
HOWEVER, the murky, soft-edged shroud is SUCH an important visual aspect of the game. Any "hardening up" of that shroud edge (which fixes the visibility issues) really detracts from the way the game looks.
I'm now investigating some kind of "under slip" that could be drawn back under the shroud to softly "darken it up", not near the edge, but closer to its core.
It's for leaving notes to ME in your game recording file, should you need to send it to me for some reason.
During initial testing, I was often watching people's bug-free recordings just to "peek over their shoulder" as they played. They could write their thoughts, feedback, and notes right there in the game, and they'd play back for me when I watched the recording.
Like, "Wait, why did I just die?"
And then later, "Oh, I can die testing my own house?!? Interesting..."
The strange thing about this feature is that it is a *real* recording, in that I can see your typing as you typed it, typos and corrections and redactions and everything. So, if you type, "This game sucks [backspace][backspace][backspace][backspace][backspace] rocks," I'll see you changing your mind...
Could still be useful at this point if you're making a recording that recreates a bug.... to give me notes pointing out the bug.
largestherb: giving one tool too many functions makes cost balancing more difficult (look at the crowbar as an example---it has to be as expensive as its most expensive ability).
No graphs yet, but those are coming at some point to the website (I think people will like seeing the data).
Dan: you can't actually hide tools in your vault to appear poor... they are included in your house's value on the house list (their resale value is).
Interesting issue!
Looking at the stats, I definitely see a huge drop in all activity as soon as starting bounties were reduced by 5x. People started building less, robbing less, and so on.
I'll try upping it to 200 and see what happens.
Yes, this is undoubtedly the case. Thanks for catching this, though!
Ah.... you're on Mavericks, maybe? If so, v24b should fix that (but there was no source release for that yet---you'll have to grab it from SourceForge mercurial for both CastleDoctrine and minorGems).
But maybe it's something else. Here's what I do to build it:
1. run configure and pick Mac
2. cd into 'gameSource' and run make
3. cd into 'build' and run makeDistributionMacOSX, supplying the necessary parameters (for the SDL path, I have to leave off the trailing '/' to ensure the entire SDL framework folder is copied).
That creates a working game folder for me inside build/mac.
Yep, yep! Modders can go wild.
For me, the question is where to best spend my limited time. Gotta stay focused on the core game and making that as good as it can be.
Thematically, when you run out the door, your tools are dumped in the street.
When you die in the house, your tools remain in that house and are added to the vault.
When you reach the vault, you empty your backpack to make room for the loot, and your tools evaporate into thin air. You may think this is strange, but that's only because you haven't actually tried it in real life.
Hmm... I imagine if you want to get too deep into modding, running your own server will be necessary.
If you've got your own Linux (I see that you downloaded the UnixSource bundle), you'll have to read the mysql tutorials to figure out how to create new users and new databases.... but after you figure that out, my PHP code pretty much does the rest automatically (i.e., you don't need to learn anything else about MySQL).
It's actually somewhat easier if you use a remote web host, because then you can use cPanel (graphical web admin UI) to create new databases and database users. This literally takes a few mouse clicks. (Even I don't remember the details of how to do this manually, from the mysql client, because I use the cPanel method so much.)
I've been using A Small Orange for about... 10 years now, and they rock. You can get a sufficient plan for Castle Doctrine hosting for only $35/year, which is pretty darn cheap:
http://asmallorange.com/hosting/shared/
That doesn't include a domain name, which is another $10 a year or so... but I'm not sure that you need one.... you might be able to use the ASO address of your server directly, which would be free, but I'm not sure.
ANYWAY, the reason I'm advocating for this is that I want more people to try doing it so that I can iron any confusion out of the HowToInstall.txt file that comes with the server.
You can press '=' at any time to save a screen shot into the screenShots folder.
You can press '+' during editing or tape playback to save an image of the entire map into the mapShots folder.
During tape playback, while the visibility shroud is off and the tape is stopped, you can use WASD or arrow keys to scroll around the map and inspect all parts of the house.
This thread is for tips. Stuff you discovered eventually that you wish you knew all along. Or stuff you new all along but were surprised that other players didn't know.
Hmm... but on the other hand, both saw and wirecutters can be used in other situations, even if you don't encounter a door. Shouldn't that make them MORE expensive?
You know, you can pretty much ALWAYS bring a saw and use it somewhere. Same for wirecutters (either on wires or on an electric floor).
But a doorstop can ONLY be used on a currently-open door. It can't be used to do anything else. If you don't encounter a currently-open door, it's totally wasted.
So... maybe 300?
So, if you have only a saw with you, and you can disable the door with that, you'll wish you had a doorstop instead. You'll be "wasting" the saw, and thus blowing $100.
I see what you're saying though... the doorstop can be used in place of two tools in various situations (two saws, or saws and wire cutters. And it's a pretty weak commit gate if it can be disabled with only one saw...
This is the weird dance I've been going through when trying to balance prices in this game. I will fully admit that I have NO IDEA WHAT I'M DOING here. It feels a bit like black magic, trying to weigh apples against oranges and eventually just settling it with your gut, and tweaking it later if it's broken. It reminds me of trying to balance the mana cost of Magic cards. I guess I'm comparatively lucky, though, because I don't ever have to set things in stone by printing pieces of cardboard!
Cool!
I'm not sure that there's a way to implement these in the game without some coding (the current power propagation code can handle top-bottom propagation and left-right propagation, but i don't think it can handle this top-right propagation and bottom-left propagation). It would require a no-trivial amount of coding to make it work.
Also, I don't want to make circuitry more compact! The sprawling nature of circuitry is the trade-off that helps to limit is power in the game.
Suicide runners are really "throw-away" lives... I don't want to value them too much. You should REALLY be rewarded for building a house that is tricky enough to kill someone who has something to lose.... someone who is trying not to die.
Chills do bring a cost to suicide running, but right now, the cost isn't very high (one hour). That cost may go up in the future by increasing the chill time, which would make every robbery count more.
Still, even if the chill timer is 24 hours (extreme), there are times when you'd feel like risking a bunch of suicide runs in all available houses, just to blow a bunch of throw-away lives and try your luck. This risk-free-mode is not ideal, in my view, but I can't conceive of a way to prevent it.
Also, 36 of these Amish-made pinnacles of human craftsmanship were sold yesterday.
So... slightly cheaper than sawing two walls? It's pretty easy to build a door that requires sawing two walls to bypass...
I'd like to get input from more people before I tweak the price again.... can someone work up some CastleDraft examples where a doorstop would or would not be the best tool to bypass a given door?
Oh, yeah, that wouldn't be very hard to do.
It has certainly crossed my mind... however.... I feel like I need to get the game perfected and launched before I consider doing something like that!
(It would certainly handle any and all suicide-based exploits).
Well, if doorstop purchases fly through the roof, I'll let you know!
Oh my... 10 have been sold already today. They're flying off the shelves at this new price.
Backpack is returned to your vault if you haven't been active in the game for 5+ minutes (like, you load up your backpack and then quit the game). So, you can't hide tools in your backpack when you logout.
When a robber dies in your house, all the tools they have left in their backpack go into your vault. They are then able to be stolen by someone else who reaches your vault.