won armor alley on easy

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Kimon

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Jul 24, 2009, 12:17:23 AM7/24/09
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I won armor alley on easy-- yea!

I'm now moving up the levels on "normal" and its much more
challenging.

Kimon

David Markowitz

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Jul 24, 2009, 3:43:41 AM7/24/09
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Nice.
Speaking of which - Arthur, has there always only been 10 missions?  I thought I remembered there being 20 in the original game.


:-Dave


David Markowitz

da...@artfoundry.com


"May Joy and Innocence Prevail" - the big pink elephant (Toys, the movie)


Arthur Britto

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Jul 24, 2009, 3:24:38 PM7/24/09
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Hi Kimon,

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

Arthur Britto

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Jul 24, 2009, 3:29:52 PM7/24/09
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Hi Dave,

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


Kimon

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Jul 24, 2009, 8:15:34 PM7/24/09
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Hi Arthur,

I have not downloaded the latest version yet, but I have progressed a
bit in normal, but now I've hit a wall playing "Normal" difficulty.

I got passed "Airborne" without too much difficulty. "Super Bunker"
was pretty hard, but eventually doable. I had to figure out a lot of
stuff like how to take over super effectively bunkers and how to hide
in them because the enemy helicopter is so much more aggressive.

I find "Scrapyard" to be almost impossible on normal difficulty. I
think I could have done it with the extra funds from passing the level
before, but with the $30 or so when you just start on this level, the
pressure is too high and the enemy helo starts using missiles which
makes it almost impossible to breathe.

Your fixes may make it easier, but I think having more funds to start
this level will be needed.

Kimon

Kimon

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Jul 24, 2009, 8:39:21 PM7/24/09
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Just uploaded the new version: I like the new killer napalm and the
"lock on" colors are cool.

But this level is still very very hard with so little cash! Need more
money!

Arthur Britto

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Jul 24, 2009, 11:29:35 PM7/24/09
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On Fri, 2009-07-24 at 17:39 -0700, Kimon wrote:
> But this level is still very very hard with so little cash! Need more
> money!

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.

Kimon

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Jul 25, 2009, 2:04:14 AM7/25/09
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I like

* Add Checkpointing
* Maintaining starting funds

Arthur Britto

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Jul 25, 2009, 4:44:30 AM7/25/09
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Hi Kimon,

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


Kimon

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Jul 25, 2009, 2:03:37 PM7/25/09
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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.

Kimon

Kimon

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Jul 25, 2009, 2:11:58 PM7/25/09
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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?

Kimon

Arthur Britto

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Jul 25, 2009, 5:28:00 PM7/25/09
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Hi Kimon,

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


Arthur Britto

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Jul 25, 2009, 5:32:32 PM7/25/09
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Hi Kimon,

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

Clymos

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Jul 25, 2009, 10:45:00 PM7/25/09
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I vote against checkpoints, That could very easily be abused. I think
increasing the starting funds would be a better idea.

David Markowitz

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Jul 25, 2009, 11:52:49 PM7/25/09
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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?  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.



:-Dave


David Markowitz

da...@artfoundry.com

www.artfoundry.com

A creative media studio



David Markowitz

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Jul 25, 2009, 11:54:22 PM7/25/09
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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.



:-Dave


David Markowitz

da...@artfoundry.com

www.artfoundry.com

A creative media studio




Arthur Britto

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Jul 26, 2009, 12:30:47 AM7/26/09
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Hi Dave,

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


Arthur Britto

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Jul 26, 2009, 12:35:10 AM7/26/09
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Hi Dave,

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

Arthur Britto

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Jul 26, 2009, 12:37:40 AM7/26/09
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Hi Clymos,

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


Clymos

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Jul 26, 2009, 9:04:17 AM7/26/09
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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.

~ Clymos

Arthur Britto

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Jul 26, 2009, 5:16:30 PM7/26/09
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Hi Clymos,

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


Kimon

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Jul 26, 2009, 8:45:27 PM7/26/09
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I like the idea of being able to checkpoint in the game.

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

Kimon

Arthur Britto

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Jul 27, 2009, 1:59:29 PM7/27/09
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Hi Kimon,

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


Kimon

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Jul 30, 2009, 2:19:40 AM7/30/09
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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.

Kimon
> A previous message on scoring:http://groups.google.com/group/armoralley/msg/cba0302758faebbf?dmode=...
>
> -Arthur

Arthur Britto

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Jul 30, 2009, 6:33:35 PM7/30/09
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Hi Kimon,

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

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