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conjurer wrote: February 2nd, 2021, 12:30 pm
You don't gain any more blocks after you have 20
Makes sense. Do you think you could make a 3 or 4-player version of the game or would the host not allow that? I think that could make it more interesting and fast-paced.
conjurer wrote: February 2nd, 2021, 1:15 pm
yes, I don't have to rewrite the whole code but I have to change lots of things
Then do you think you can make a single player version? A lot of the game is already done without much interaction between players and I would like to try to form some strategies in it without having to worry about another player.
conjurer wrote: February 2nd, 2021, 12:24 pm
1) yes it did, maybe low period guns are better in this game
Low period guns produces denser streams, which are much more easy to climb. Actually, instead of shooting stuff down, most of the time a glider causes an explosion, potentially towards the glider source.
"potentially towards the glider source" - so I'd say protect your base with random stuff, block, blinkers, beehives... And wait for your opponent to explode them.
conjurer wrote: February 2nd, 2021, 12:24 pm
1) yes it did, maybe low period guns are better in this game
Low period guns produces denser streams, which are much more easy to climb. Actually, instead of shooting stuff down, most of the time a glider causes an explosion, potentially towards the glider source.
"potentially towards the glider source" - so I'd say protect your base with random stuff, block, blinkers, beehives... And wait for your opponent to explode them.
I wanted to say low firerate, therefor high period guns
Thanks for pointing out my mistake
conjurer wrote: February 2nd, 2021, 12:24 pm
1) yes it did, maybe low period guns are better in this game
Low period guns produces denser streams, which are much more easy to climb. Actually, instead of shooting stuff down, most of the time a glider causes an explosion, potentially towards the glider source.
"potentially towards the glider source" - so I'd say protect your base with random stuff, block, blinkers, beehives... And wait for your opponent to explode them.
I wanted to say low firerate, therefor high period guns
Thanks for pointing out my mistake
Low period guns produces denser streams, which are much more easy to climb. Actually, instead of shooting stuff down, most of the time a glider causes an explosion, potentially towards the glider source.
"potentially towards the glider source" - so I'd say protect your base with random stuff, block, blinkers, beehives... And wait for your opponent to explode them.
I wanted to say low firerate, therefor high period guns
Thanks for pointing out my mistake
conjurer wrote: February 20th, 2021, 2:37 pm
I see, seems like guns are no use in this game
They are cool to make though. Did you think about the suggestion I sent you in a private message?
Hunting wrote: February 20th, 2021, 7:49 am
Low period guns produces denser streams, which are much more easy to climb. Actually, instead of shooting stuff down, most of the time a glider causes an explosion, potentially towards the glider source.
"potentially towards the glider source" - so I'd say protect your base with random stuff, block, blinkers, beehives... And wait for your opponent to explode them.
Random debris is useless though because players can just move through them and attack the home point more directly.
conjurer wrote: February 20th, 2021, 2:37 pm
I see, seems like guns are no use in this game
They are cool to make though. Did you think about the suggestion I sent you in a private message?
Hunting wrote: February 20th, 2021, 7:49 am
Low period guns produces denser streams, which are much more easy to climb. Actually, instead of shooting stuff down, most of the time a glider causes an explosion, potentially towards the glider source.
"potentially towards the glider source" - so I'd say protect your base with random stuff, block, blinkers, beehives... And wait for your opponent to explode them.
Random debris is useless though because players can just move through them and attack the home point more directly.
Multiple home points is a very good idea, but also hard to make because I also have to implement a way to select where you respawn.
I don't like the idea of restoring home points by constructing their pattern, but maybe you could be able to reconstruct home points by making the cell they are on alife and keeping it alife for like 50 turns or so. However, that would also be hard to implement because I would have to make home points be always there, currently, the home points are deleted when they are destroyed.
conjurer wrote: February 24th, 2021, 11:15 am
Multiple home points is a very good idea, but also hard to make because I also have to implement a way to select where you respawn.
I don't like the idea of restoring home points by constructing their pattern, but maybe you could be able to reconstruct home points by making the cell they are on alife and keeping it alife for like 50 turns or so. However, that would also be hard to implement because I would have to make home points be always there, currently, the home points are deleted when they are destroyed.
Keeping them alive for, say, 50 generations, would be hard though because they're so easily destroyed. I honestly think that reconstructing the still life base is the best idea because it requires some skill, which frankly I don't think this game has too much of. As far choosing which home point you respawn on, couldn't you just make it random or have some priority hierarchy for being chosen?