Author Topic: Attrition  (Read 8815 times)

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Offline Forge

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Re: Attrition
« Reply #150 on: September 06, 2010, 06:07:49 PM »
One thing I have thought about doing is, instead of there being a set number of missions, there would be a certain score you have to reach (adjusted for the selected skill level) before the final boss map.  That would guarantee that the player has advanced to a certain point before the end.

In that case, though, the scores become pretty much meaningless as a measure of how the player did, since they would all be almost identical by the end of the game.  The score measures how long the game has been going rather than the player's skill.

From my perspective, the score reflects only the "luck of the draw" since it is highly dependent on which maps get selected to be part of the mission. I kill everything, so if I get the maps with the most enemies, I get a higher score.

The score can become irrelevant if a person saves right at the end of each level. If they don't like the next level because it doesn't have enough aliens, just re-load, re-finish the map and see what map comes up next.
I do this, but not for the score. I do it in case I get a map I've recently played. Then I can reload and get a different map.
My goal when I play this mod is to try to level up the weapons and get tougher aliens, not so much for the score.

The score can become more relevant to me if, like the boosts the player receives for getting so many weapon progression, an ability increases or a secret level is gained.
"Silflay hraka, u embleer rah!" - Thlayi

Offline Dan G

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Re: Attrition
« Reply #151 on: September 06, 2010, 08:19:47 PM »
The solution came to me as I was taking a shower.

When you start a game, you get to choose between two modes:  High Score Run and Big Fat Episode (names subject to change)

Big Fat Episode is a series of missions culminating in a big boss battle.  The last mission begins only after your score reaches a certain number.  Your score is not saved, it is just used to determine when the player is ready for the last mission.

High Score Run ends when you die.  You cannot win, because there is always another mission and they keep getting harder.  The object is to get the highest score possible.  There will be one big list of high scores (not a different list for each episode).

EDIT:  I've already got it working.  Each game has a unique ID number, so it should not be possible to generate multiple high scores based on the same game by loading saved games.  What I need to now is tweak some things so that the game keeps getting more difficult at higher scores.
« Last Edit: September 07, 2010, 03:41:16 AM by DeeperThought »

Offline Dan G

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Re: Attrition
« Reply #152 on: September 08, 2010, 02:20:42 AM »
I have made a major change, in order to make the high scores meaningful. Now one of the episodes is "HIGH SCORE CHALLENGE". This is the only episode in which high scores will be counted. Unlike the other episodes, it does not end. It just keeps going until you die. If you die and then load a saved game from before you died in order to get a higher score, it will allow this (for now), but you can only have one high score per game, so the previous high score from that game will be deleted when you die again. I made some changes to difficulty progression to make things work better with this new mode. I have tested it, but not thoroughly enough to make me confident there are no bugs, so I'm hoping that I can get some people to test it.

The CONs needed for this new mode are attached, just replace the existing ones from the latest version.

Offline Dan G

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Re: Attrition
« Reply #153 on: September 09, 2010, 11:50:49 AM »
1.13     9-09-10
•   Added “HIGH SCORE CHALLENGE” episode, which is now the only way to get high scores; it will not end until you die.
•   Added “ABORT MISSION” option to the Attrition Menu.  It allows you to skip up to 3 missions per game.
•   Allied monsters will destroy nearby slimers so they don’t get eaten by them.
•   Reduced damage of the Mech enemy’s heavy rockets.
•   Included a couple of sounds for the Mech enemy that got left out in the last update.

Offline Forge

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Re: Attrition
« Reply #154 on: September 14, 2010, 09:52:53 PM »
I've played around five levels of the high score challenge and everything seems to work alright. It might just be me, but all the weapons initial strengths seem to be weaker than what I remember.
Could be I played this too much before and am getting a false sensation after having them amped up.
"Silflay hraka, u embleer rah!" - Thlayi

Offline Forge

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Re: Attrition
« Reply #155 on: September 17, 2010, 09:23:38 PM »
Encountered an issue:

The red newbeast that grabs you and spins you around. When one gets you, even at max health, it automatically kills you and brings up the high score screen. Is this a new property for it?
"Silflay hraka, u embleer rah!" - Thlayi

Offline Dan G

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Re: Attrition
« Reply #156 on: September 17, 2010, 09:34:37 PM »
Encountered an issue:

The red newbeast that grabs you and spins you around. When one gets you, even at max health, it automatically kills you and brings up the high score screen. Is this a new property for it?

No, but every once in a while, the player will get squished if the newbeast swings him near a wall.  I'm not sure how to avoid that.  It's one of those annoying engine glitches, like when a swing door decides to squish the player for no good reason.

I have been grabbed by those guys dozens of times and only got squished on one occasion.  A far more annoying glitch, in my opinion, is that the player can get squished by the Octabrains when they use the telekinetic pull attack.
« Last Edit: September 17, 2010, 09:36:14 PM by Dan G »

Offline Forge

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Re: Attrition
« Reply #157 on: September 18, 2010, 08:48:10 AM »
Makes sense.
"Silflay hraka, u embleer rah!" - Thlayi

Offline Forge

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Re: Attrition
« Reply #158 on: October 01, 2010, 03:33:28 PM »
The last three or four maps I've played I keep getting this weird, spawned "evil duke" (see square texture with a health bar  in attached pic).

I get both red and purple spawned "evil dukes" normally, but every once in awhile one of these will pop up, and the only way to kill it is with explosives. After it dies it leaves a "repelling field" like when standing on a slimer egg.

I have attrition in it's own dedicated directory so it hasn't been corrupted by any eduke updates. It's been happening since I uploaded those cons to play the "high score challenge".


If you need a map to put on the chopping block to make room for different ones, I'd suggest HCR. It only has about 55 enemies and the last part with the dull ascension up the seemingly endless ramps and the long, plain hallways don't do much for the game play experience.

A suggested possible replacement could be one of MRCK's first two Anarchy City maps, but they'd have to be checked for compatibility and have a good alien headcount. 
« Last Edit: October 01, 2010, 03:35:40 PM by Forge »
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Offline Dan G

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Re: Attrition
« Reply #159 on: October 01, 2010, 10:24:18 PM »
Weird.  From your description and screenshot, I'm sure that it's one of those big Mechs.  The art for those is in the beginning of tiles020.art, so please confirm that the art is there.


I'm adding at least 5 more maps with the next release, and one of them is your latest map.

EDIT:  If you downloaded the CONs without downloading the latest full version, then that would explain it.  The CONs I posted use the new enemy art.  The latest full version has more recent CONs anyway.
« Last Edit: October 02, 2010, 01:05:20 AM by Dan G »

Offline Forge

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Re: Attrition
« Reply #160 on: October 02, 2010, 08:50:37 AM »
Weird.  From your description and screenshot, I'm sure that it's one of those big Mechs.  The art for those is in the beginning of tiles020.art, so please confirm that the art is there.


I'm adding at least 5 more maps with the next release, and one of them is your latest map.

EDIT:  If you downloaded the CONs without downloading the latest full version, then that would explain it.  The CONs I posted use the new enemy art.  The latest full version has more recent CONs anyway.

It is one of those big mechs. I think you are correct about the cons. I had the solo cons you posted to convert the game to the high score challenge. I have just wiped the slate and did a fresh install with the latest version to see if it happens again. May take awhile for me to get back up to that level to make them appear.

That's cool about using my map, as long as mirroring it doesn't break anything.

« Last Edit: October 02, 2010, 10:08:38 AM by Forge »
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Offline Dan G

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Re: Attrition
« Reply #161 on: October 02, 2010, 10:35:17 AM »
That's cool about using my map, as long as mirroring it doesn't break anything.

I'll test it.  Also, mirroring can be disabled in the menu in the next update.

Offline Forge

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Re: Attrition
« Reply #162 on: October 02, 2010, 10:51:32 AM »
I'll test it.  Also, mirroring can be disabled in the menu in the next update.

I think mirroring is one of the cooler effects for the mod. It messes with me; especially when I'm already pretty familiar with the map.
"Silflay hraka, u embleer rah!" - Thlayi

Offline Forge

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Re: Attrition
« Reply #163 on: October 03, 2010, 03:29:24 PM »
A clean install fixed the art issue with the mech. They still act like a blocking sprite when they're dead. They can't be stood on, but they can be jumped over. As long as one doesn't die in front of a critical switch, vent duct, or other such circumstances, I see no issue.
"Silflay hraka, u embleer rah!" - Thlayi

Offline Dan G

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Re: Attrition
« Reply #164 on: October 03, 2010, 04:33:06 PM »
A clean install fixed the art issue with the mech. They still act like a blocking sprite when they're dead. They can't be stood on, but they can be jumped over. As long as one doesn't die in front of a critical switch, vent duct, or other such circumstances, I see no issue.


I fixed that a few days ago, but you'll have to wait for the next update.  In the mean time, you can blow up their bodies to get them out of the way.