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Discuss the massively-multiplayer home defense game.

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#151 Re: Main Forum » change highlights » 2013-12-25 17:26:21

What is a bit annoying for me is that often, when I improve my house, I remove temporarily, for example, some concrete walls to see clearer. Then, when it's done, I'd like to put some of those concrete walls back (so they are not definitely lost), but I don't remember exactly where they were, so I have to try to put a concrete wall on every tile around and, looking if my money account is moving. Or, sometimes I wonder where was the door I removed a few steps ago, and I have to undo as many steps as needed to find it again. Maybe I'm the only one annoyed... But I don't see why highlighting deleted tiles would disturb the behaviour you just described: you could still see all your changes and trim those 25$.
Well, I guess you decided this way for the best visual consistency. Thanks for your reply!

#152 Re: Main Forum » Visibility issues and Gamma » 2013-12-25 17:01:47

Very exciting, I hope to try this soon. I think it will make the defense of one's home easier, and will allow larger mazes. Not being able to see behind doors is also a really big change, you'll have to think twice before opening one...

#153 Main Forum » change highlights » 2013-12-19 06:59:01

arakira
Replies: 4

I've noticed that in build mode, when "turn change highlights" is on, only newly added tiles will flash. If you remove an existing tile (to get an empty floor tile), this empty floor tile will not flash. So if you remove something, it won't be highlighted... I find it a bit strange. Was this implemented on purpose? Thanks!

#154 Re: Main Forum » Visibility issues and Gamma » 2013-12-17 13:10:51

I think that tiles that are not visible should not be drawn at all... If they are drawn, even if they are very slightly drawn, one could use this tiny piece of information to reveal (using some image editing software) which tile it is.
Would it make sense to compute some kind of Bézier curve passing through every visible square tile which is next to an invisible tile (a curve passing through the "frontier" tiles), which would represent the limit of the shroud? So that each visible tile would be partially drawn, and that there would be no hard edge (just a quick idea, don't know if that would work with the game)

#155 Re: Main Forum » House value (bug?) » 2013-12-15 06:45:04

What about changing the names of all your neighbours after you die? I mean, the houses would still there but every single player would see a different list of names. Added to some randomness in the list order (for example all neighbours within a 20% range could be randomly swapped in the list order) and a larger pool of players (after a steam release), this may discourage repetitive suicide runs or cooperative tries.
Every time you die and take a fresh start, it would be much more difficult to find that specific house on which you want to suicide run again. Also, finding the house of your "friend" where to drop your tools would take much more time.
Fresh life, fresh neighbourhood.

#156 Re: Main Forum » Visibility issues and Gamma » 2013-12-14 18:01:23

Will there be some change to the way the shroud is drawn? It is pleasing aesthetically, but every time I scout into a house, I  find myself taking a screenshot at every corner, editing it with some image software to crank up levels in order to see one more tile further behind walls/doors/corners. I have quite a standard screen (a macbook pro), it is color calibrated with a spyder sensor, with brightness at maximum when I play, and I still need to do this, so I guess I'm not the only one using this technique?
Constantly going back and forth between the game and the editing software is quite painful, but helps a lot when robbing.
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...

#157 Re: Main Forum » wife not moving » 2013-12-14 07:14:34

Even more funny is that I was so shocked that when I wanted to leave, I opened the door hiding the only pitbull I hadn't killed smile

#158 Re: Main Forum » wife not moving » 2013-12-08 03:39:50

Ah, I see, thank you. That makes a cheaper way to kill the wife: club a kid so that it blocks the escape path, then come back to club the wife who can't pick up the shotgun anymore smile

#159 Main Forum » wife not moving » 2013-12-07 21:13:14

arakira
Replies: 5

I just saw a strange behaviour of a wife. I was trying to rob a house, when I realised I could not kill the wife, having only a club left in hand. Having killed a bunch of pitbulls, I decided to kill the daughter (I could not see the son) so at least the dogs would remain dead. So I went in sight of wife and daughter, dodged them and followed them towards the exit (I was just behind the aughter). Once the wife got out of the house, I clubbed the daughter near the welcoming mat and got out. But when I came back 1 minute later into the house and got again in sight of the wife, she did not start moving.
(this was in D.W. Forsythe's house, about 15 minutes ago)

I was moving left/right in that position:
XXXXXX
X0       
X  XXXX
XSXXXX
XwXXXX
X  XXXX
XXXXXX

X: walls; 0:me; S:shotgun; w:wife "stucked"

Any idea what happened?

#160 Main Forum » getting rid of some paintings » 2013-12-06 08:29:13

arakira
Replies: 4

I have some paintings that I robbed that I actually don't like. Is it possible somehow to give them away or trash them? I just don't like seeing them when I walk into my house smile

#161 Main Forum » House value (bug?) » 2013-12-05 04:03:28

arakira
Replies: 18

I read that the house value (on the house list) is the sum of the money in the vault plus the money carried by the wife. However I see a house in the neighbourhood which shows 1800$, but when I meet the wife inside it appears she is carrying 1865$. Maybe the large numbers are floored for the sake of visibility?

#162 Re: Main Forum » sequences » 2013-12-04 13:09:36

Thanks for this information!

#163 Main Forum » sequences » 2013-12-03 12:42:03

arakira
Replies: 2

I have discovered the game recently and I am quite hooked on it. To me what is the most annoying to learn is guessing the computation sequence used at each step. As far as I know (tell me if I'm wrong), it is *player moves* then *pets move, knowing that dogs move before cats*, then *objects and electronics*, then *field of vision updated for both the player and the animals*. But can anyone tell me where in that sequence are the family moves made? Where are the tests of death for each creature made?
I would propose an idea to help newcomers overcome this: at each step, there would be a very slight delay between each sub-step. For example the player moves, and 1/10 of second later the pets move, then electronics, etc. Some very short delay (to avoid slowing the game response), barely noticeable but that would look clear to the player's mind. Has this been tried already?

#165 Re: Main Forum » dog not "activated" yet, but rotating » 2013-12-01 12:18:37

I forgot to mention that I didn't test this configuration with cats or family, it may behave the same.

#166 Main Forum » dog not "activated" yet, but rotating » 2013-12-01 12:17:16

arakira
Replies: 6

This is not a bug, but it feels strange when a dog hasn't spotted me but is rotating according to our relative positions.
For example in this setup:

       X  X  D
       X  X


R

where the X are walls, D is the dog and R is the robber (R and P stand on a diagonal).
Here the robber can see the dog, but the dog hasn't noticed the robber yet.
However, if the robber moves a bit up or left, the dog will rotate, which is a bit weird...

By the way, congrats for this awesome game.

#167 Re: Main Forum » Tips Page » 2013-12-01 03:02:12

The sequence of movements computed at each step. It took me some time and tests (and some deaths) to figure out, for example, which is the direction chosen by escaping family members if they have a choice (up-down-left-right) or if the wife can pick-up the shotgun and shoot at the same step.

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