Author Topic: New Lieutenant Tower Structure  (Read 2839 times)

Offline TechSY730

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New Lieutenant Tower Structure
« on: May 22, 2012, 04:46:28 pm »
I'm jumping the gun a bit, but I read over the new Lieutenant Tower structure in the release notes.
For those of you who haven't seen it, check out http://arcengames.com/mediawiki/index.php?title=AVWW_-_Post-Launch_Series_1_Release_Notes

I guess this is a good a place as any to start commenting on them.

Anyways, my thoughts. Looks awesome! I especially like the good ol' platforming classic "climb up the shaft" room layout being used as a challenege, instead of only for "stairwells".
However, I have two concerns.

1. Thanks to the guarantee of mini-bosses and heavy infestations (if infestations are unlocked), not to mention the classic platforming level of climbing up a long shaft, this may turn out to be consistently more difficult than the overlord towers, which doesn't seem right. Of course, we won't know until we get to try it out ourselves.
2.
Quote
There are n number of microbosses (where n is # continents + 1) in this room that you have to kill on your way up before you can get into the lieutenant's room.
I hope there is a cap on the number of microbosses. Otherwise you will wind up with something ridiculous like 201 enemies on continent 200. Isn't one of the goals of this game to make it entirely playable and reasonably balanced no matter where you are, be it continent 5 or continent 1,000,000?

Offline x4000

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Re: New Lieutenant Tower Structure
« Reply #1 on: May 22, 2012, 04:53:32 pm »
There's not a cap on minibosses at present, although I imagine that we will settle on one at some point.

Regarding the overlord towers themselves, we'll see.  The lieutenant towers really aren't that bad in a lot of ways (based on the microbosses, anyhow), because they are pretty spread out.  But sometime after 1.1 most likely, I certainly want to start making the overlord keeps more awesome.  Unless there are straightforward ideas that come up in the short term that we can implement.
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Offline MouldyK

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Re: New Lieutenant Tower Structure
« Reply #2 on: May 22, 2012, 05:04:47 pm »
Completely wrong place for this, but ah well:

"- A hidden stash has been discovered in a cave in this region, but access is blocked by a strange devce at..."

For both of the Freefall descriptions in the changelog, it says "devce", not "Device". Correction needed! :P


But on-topic, I can't wait to try out the changes. :)

Offline omegajasam

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Re: New Lieutenant Tower Structure
« Reply #3 on: May 23, 2012, 07:30:50 am »
There's not a cap on minibosses at present, although I imagine that we will settle on one at some point.

Regarding the overlord towers themselves, we'll see.  The lieutenant towers really aren't that bad in a lot of ways (based on the microbosses, anyhow), because they are pretty spread out.  But sometime after 1.1 most likely, I certainly want to start making the overlord keeps more awesome.  Unless there are straightforward ideas that come up in the short term that we can implement.

Infestations in the switch rooms/area enchants in the boss rooms? Perhaps even a combination of multiple infestations/enchants per boss room.