:-Dave
David Markowitz
"May Joy and Innocence Prevail" - the big pink elephant (Toys, the movie)
On Thu, 2009-07-23 at 21:17 -0700, Kimon wrote:
> I won armor alley on easy-- yea!
Thank you for testing!
> I'm now moving up the levels on "normal" and its much more
> challenging.
Excellent! =D
-Arthur
On Fri, 2009-07-24 at 00:43 -0700, David Markowitz wrote:
> Speaking of which - Arthur, has there always only been 10 missions? I
> thought I remembered there being 20 in the original game.
Rescue Raiders had 8 levels.
Armor Alley has always had 10 campaign levels. Easy, hard, and
armorgeddon difficulty was added at 360's request. The game is designed
to be played at normal difficulty for a gamer.
Armor Alley additionally has 12 networking levels.
-Arthur
Currently, Armor Alley allows you to start at any level you have
defeated. When you start a game, you have few funds.
One way to have lots of funds at the start of a level is to play and win
the previous level. When you win a level, you receive funds for the all
the equipment on the field.
Armor Alley could be made easier in a number of ways:
* Allow check pointing
* Increase starting funds
* Use best level starting funds from previous plays
Comments?
-Arthur
= Allow check pointing =
Check pointing would allow a person to resume from a suspended game more
than once.
= Increase starting funds =
Simply raise the amount of starting funds.
= Use best level starting funds from previous plays =
The amount of funds given at the start of a level would be the most of
the amount funds you ever started the level on.
On Fri, 2009-07-24 at 23:04 -0700, Kimon wrote:
> I like
>
> * Add Checkpointing
> * Maintaining starting funds
If I were to add check pointing, then I need an interface.
I could add two buttons: Checkpoint and Restore.
Checkpoint: Available when a game is in progress. Overwrites previously
check pointed game.
Restore: Available when a game has been checkpointed. If a game is in
progress, overwrites current game,
Alternatively, I could have named checkpoints. But, the interface would
be even more complex...
Thanks for the feedback,
-Arthur
On Sat, 2009-07-25 at 11:03 -0700, Kimon wrote:
> I would not add a checkpoint button during gameplay because I don't
> think you need to-- you can add checkpoint and restore checkpoint
> buttons next to the surrender button.
That was my poorly expressed thought.
Thank you,
-Arthur
On Sat, 2009-07-25 at 11:11 -0700, Kimon wrote:
> You known, I'm a little worried about unlimited check-pointing making
> a bit too easy to replay and replay even the smallest sequences.
>
> Perhaps make it so you can only make a checkpoint when you are on the
> landing pad? Or perhaps it automatically checkpoints for you from the
> last time you are on the landing pad?
I think either you let someone "cheat" or not. If they want to cheat
why not let them?
Perhaps, games resumed from a checkpoint should have a final score of 0?
I think auto checkpoints is bad without multiple checkpoints. The point
would be let the player start from a position they consider superior. I
think having multiple checkpoints would greatly complicate the
interface.
Thank you,
-Arthur
:-Dave
David Markowitz
A creative media studio
On Sat, 2009-07-25 at 20:54 -0700, David Markowitz wrote:
> I don't know. To me, the goal of the game is to finish the levels. I
> don't really care much about score - the game is already enough of a
> challenge w/o worrying about score. But maybe that's just me - I've
> never been big on keeping track of scores.
Excellent point. I too could care less about the score.
Although, one of the hot new features of iPhone games is sharing scores
online. :/
Thank you,
-Arthur
On Sat, 2009-07-25 at 20:52 -0700, David Markowitz wrote:
> Yeah, I'm not sure I see how checkpoints would be used/useful. Where
> in a level would a checkpoint be? How do you decide?
Players could checkpoint when ever they thought they were doing good.
> Based on how much money a person has, based on how close one's van
> is to the enemy base, or based on what bunkers/guns one's captured (or
> something else)? I'm not sure any of those is a thoroughly adequate
> measure of progress (though I suppose capturing bunkers/guns is more
> so than the other two). Maybe as an alternative, the extra money
> would be a better idea, but then you have to decide how much to give.
> Another possibility is to provide the option when starting a new game
> of more money or more helicopters. So the default is to start with 3
> helis, right? You could provide an option to start with only 1 heli,
> but $100 (or some amount - maybe just an even $20/heli trade) extra
> instead.
I dislike proving options, as this means providing an interface.
I have changed the minimum amount of money players have at the start of
a level to 32*level.
This change should also help testers who use the "wizard" player to jump
levels.
I have also changed the starting amount of money for a level to be most
they ever started the level with.
Thank you,
-Arthur
On Sat, 2009-07-25 at 19:45 -0700, Clymos wrote:
> I vote against checkpoints, That could very easily be abused. I think
> increasing the starting funds would be a better idea.
But, who does the abuse hurt?
Thinking about more about it: Actually, Armor Alley has automatic
checkpoints, you may start at any level you have completed.
I have increased the starting funds. :)
Thank you,
-Arthur
On Sun, 2009-07-26 at 06:04 -0700, Clymos wrote:
> Not so much who but what. They could be used as a way to ramp up
> scores by testing one way, then trying another, and another etc. Which
> they could technically do by playing the level multiple times but then
> the situation would not be exactly the same so one tactic could work
> one time and fail the next, with unlimited checkpoints they could play
> the same situation over and over again in small pieces trying to boost
> their score. Honestly I don't care so much for scores in this game as
> it is an accomplishment all on its own if you manage to beat a level.
> However this use of checkpoints could mess up the online leaderboards
> where only people who do that could get onto them. Which would make
> the leaderboards useless to those of us playing it the way they are
> supposed to.
>
> And its true the levels are sort of checkpoints but your scores don't
> carry over if you just play a single level so your score would be
> nowhere near as high as playing levels consecutively. I am thinking in
> terms of leader boards for this, which I would probably not care for
> too much in this game, but others will and so unlimited checkpoints
> could be an issue for them.
I very much agree.
If I implement checkpoints, I'll be sure eliminate scoring for restored
games.
Thank you,
-Arthur
On Sun, 2009-07-26 at 17:45 -0700, Kimon wrote:
> I like the idea of being able to checkpoint in the game.
The new system, checkpoints per level by remembering money.
> As to the question of scoring, like some of the others the score is
> largely secondary to me-- I'm just trying to win the game. But that
> does raise the question: how do you get a high score in armor alley?
> Is it about blowing things up, or is there something more?
>
> Ideally I would think it should have to do with:
> * Winning with minimal losses
> * Winning quickly
> * Winning with style (not quite sure how to quantify this
A previous message on scoring:
http://groups.google.com/group/armoralley/msg/cba0302758faebbf?dmode=source
-Arthur
On Wed, 2009-07-29 at 23:19 -0700, Kimon wrote:
> I can live with that. I was able to get past the SuperBunker on
> Normal finally because I played up from the last level. Checkpointing
> the funds will make it a lot less frustrating to loose (like I did in
> ten seconds on the next level up). That and the fix to the tanks
> finally made it possible.
Excellent!
Thank you very much!
-Arthur