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#51 Re: Main Forum » Idea: Highlight visited houses and watched tapes » 2013-04-09 01:13:19

Doing House-highlighting client-side and session-only would be fine, since the next time you play the game houses are likely to have changed.

Though you could store the house-highlight client-side and have the brightness of the highlight depend on how long ago you where there. All you'd need to do is store house-id and date in a file. As long as people don't switch computer often it would work fine. Even for people that use several machines it would still help a lot.

#52 Re: Main Forum » Buyable maps in v6. What are your thoughts on this? » 2013-04-09 00:54:49

colorfusion wrote:
SmokestormX wrote:

I'm not sure how these maps are going to be an advantage to the game, we will have to wait and see. I mean just outright buying it.. I think i would like a different way of compiling your own map whilst robbing.

If the different voltage triggers made different sounds when triggered you could break a safe combination quite easy, I think that's all it needed.

That would be easy to get around, just have a useless extra switch of the opposite type that gets triggered when you push the button.

But that would take up quite a lot of space, forcing either thinner walls, or simpler locks. both of those are good things.

#53 Re: Main Forum » Idea: Highlight visited houses and watched tapes » 2013-04-06 09:22:31

Two buttons "previous tape" and "next tape" would also be nice. Once you have a lot of tapes clicking through pages of tapes to get to the next one is annoying.

#54 Re: Main Forum » Post your stuck/suspicious pics so we can all discuss? » 2013-04-06 09:11:18

I usually don't have a shrine because some sick person kills my wife on the doorstep so I have to remove her to allow the kids out.
Could we have moveable corpses?

#55 Re: Main Forum » Question about save-states AND did I get cheated? » 2013-04-06 09:03:01

Was the save, by any chance, against the south-wall of the house? Because that would make those two dogs you mentioned return to the south wall...
If not, than I don't know. Unless the state gets saved the moment the kill happens and they shot your wife before actually entering the house?

#56 Re: Main Forum » Source code alteration questions » 2013-04-06 08:55:44

For the games I write as a hobby (a.o. HexTD and a remake of GemTD, at usoog.com) I do the checking of game logs on the server. Since we use Java we can just run the exact same game code on the server and the client. The game logic is completely decoupled from the UI, so the replayChecker runs in its own thread on the server and uses the same code as the normal game. GemTD also runs the gem-choosing RNG on the server so people can't cheat with the RNG. When a game is submitted as a high-score the server adds the RNG seed to the game, so the replay becomes self-contained again.

That works very well, except that for GemTD the games can run really long and checking takes a significant amount of time. I might have to implement distributed client-side checking for that. That would for our case not even be that hard to implement, since the games already have replay-watching implemented, so it would just mean having the game spawn a thread that "watches" a replay in headless mode.

For CastleDoctrine, I think a headless mode that polls a php script for new replays to check would avoid the problem with the overhead of game-start for every replay. You'd have to add the version number to the replays, but it wouldn't need major changes.

As for moving everything to the server... that would basically be how Nethack has operated since the beginning of time wink For CastleDoctrine it would involve a lot of work, but from a technical point of view I think it could work.

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