Arcen Games

Games => Starward Rogue => Starward Rogue Alpha Discussion => Topic started by: Cinth on January 21, 2016, 09:00:01 AM

Title: Reeper (again)
Post by: Cinth on January 21, 2016, 09:00:01 AM
It seems like the "Lash" attack is a bit off right now.  It looks like it has an echo effect.  I mean it blinks out like it's over but it flashes back on for a brief second and acts as if it had still been following the player.  It looks and feels odd (was like this last release).
Title: Re: Reeper (again)
Post by: Pepisolo on January 21, 2016, 03:18:48 PM
It doesn't look too bad to me, although I'll look into it maybe I can make the lash a bit smoother, it does seem to flicker occasionally. Probably have to leave that for post 1.0, as other stuff is pressing. Thanks!
Title: Re: Reeper (again)
Post by: ptarth on January 21, 2016, 03:30:50 PM
The default testing chamber for the reaper (and triplethreat) are bjorked. Part of it is the wrong miniboss name, but even after fixing that it didn't want to work.

I loaded him up in another room, trying to understand what's going on. It looks like every some number of shots several of them get delayed by 0.01 seconds which causes a flickering. Increasing the number of shots in the room increases the frequency of the effect.
Title: Re: Reeper (again)
Post by: Pepisolo on January 21, 2016, 03:49:27 PM
The default testing chamber for the reaper (and triplethreat) are bjorked. Part of it is the wrong miniboss name, but even after fixing that it didn't want to work.

Thanks, they should be fixed in the next update. Cheers!
Title: Re: Reeper (again)
Post by: ptarth on January 21, 2016, 04:27:50 PM
Increasing shot_disintegration_speed_mult="20" or so seems to get rid of most of it.
Title: Re: Reeper (again)
Post by: Pepisolo on January 21, 2016, 10:32:27 PM
Increasing shot_disintegration_speed_mult="20" or so seems to get rid of most of it.

I haven't tried it yet, but I'm sure it works. Thanks for the fix! :) Oh, your Goomba enemies are now in the next version of the game! Thanks for those, some good designs, cheers!
Title: Re: Reeper (again)
Post by: Cinth on January 21, 2016, 11:21:38 PM
At least it was something simple (and I wasn't imagining it).
Title: Re: Reeper (again)
Post by: Cinth on January 22, 2016, 04:48:13 AM
The "lash" feels likes its constantly homing, or trying to.   It isn't just bouncing off the wall at a fixed angle, it's following and I'm pretty sure it didn't do that before (this thing is hitting me way more than it used to).  I also noticed the scythe guards have a longer blade edge to them.
Title: Re: Reeper (again)
Post by: Pepisolo on January 22, 2016, 05:09:50 AM
The "lash" feels likes its constantly homing, or trying to.   It isn't just bouncing off the wall at a fixed angle, it's following and I'm pretty sure it didn't do that before (this thing is hitting me way more than it used to).  I also noticed the scythe guards have a longer blade edge to them.

That's strange. I haven't changed anything, but maybe something in the engine changed. The chain actually has always homed in a little bit, it has a slight drifts towards player property on it which gives a bit of a wibbly effect. I implemented the Ptarth change which seems to have stabled things up a bit, though. Something does seem a little different with the scythe pattern...seems a bit less stable or something. 
Title: Re: Reeper (again)
Post by: Cinth on January 22, 2016, 05:13:12 AM
It feels and plays differently than it had been in the .8 days
Title: Re: Reeper (again)
Post by: Pepisolo on January 22, 2016, 05:17:40 AM
It feels and plays differently than it had been in the .8 days

I think I upped the speed slightly at one point, but nothing else has changed. How's it play, now? Too hard?
Title: Re: Reeper (again)
Post by: Cinth on January 22, 2016, 06:02:18 AM
I knew about the speed bump.  Before I was doing him fairly well.  He's a bit tougher than some floor bosses now (seemingly).

Out of the minibosses only Arcoris is more of an asshole and maybe on occasion, Paragon (sometimes I feel like I can't miss those shots at all, even though it's easy).  But Reeper is something else.  Stats don't track what kills you so I can't say for sure, but I think I have more deaths to him now than anything else.

Something else... the on hit effect the Lash has needs adjusting.  If you get hit, Reeper will be able to sit on your mech and you can't get away.

Ok, yeah, this this is broken.  I have Reeper in the bottom left corner area shooting off the lash attack.  I'm sprinting around the wall area to the opposite side of the room (NE corner area) and still getting tagged.  And now Mirror broke....WTF is going on?

This post is getting long...

>970 post knockback adjustments:  Reaper is still messed up IMO.
Title: Re: Reeper (again)
Post by: Misery on January 22, 2016, 12:02:04 PM
I knew about the speed bump.  Before I was doing him fairly well.  He's a bit tougher than some floor bosses now (seemingly).

Out of the minibosses only Arcoris is more of an asshole and maybe on occasion, Paragon (sometimes I feel like I can't miss those shots at all, even though it's easy).  But Reeper is something else.  Stats don't track what kills you so I can't say for sure, but I think I have more deaths to him now than anything else.

Something else... the on hit effect the Lash has needs adjusting.  If you get hit, Reeper will be able to sit on your mech and you can't get away.

Ok, yeah, this this is broken.  I have Reeper in the bottom left corner area shooting off the lash attack.  I'm sprinting around the wall area to the opposite side of the room (NE corner area) and still getting tagged.  And now Mirror broke....WTF is going on?

This post is getting long...

>970 post knockback adjustments:  Reaper is still messed up IMO.


What exactly is Mirror doing?

I have a feeling I know the answer, as there's a certain glitch I'm running into often now (and it's definitely an engine glitch, not a pattern one) and it's definitely causing some trouble.  But I best just ask anyway just in case.
Title: Re: Reeper (again)
Post by: Cinth on January 22, 2016, 12:05:43 PM
One of the bouncing rays didn't work.  Chris mentioned it was an intermittent issue that was known about.  I just left the comment there as I was ranting about Reaper mostly.  Reaper is still broken IMO.
Title: Re: Reeper (again)
Post by: Billick on January 22, 2016, 01:27:15 PM
Reaper (and other things) sometimes seem to cause movement speed to decrease for a few seconds after taking a hit.  Is this intentional or a bug?  It's really noticeable for Reaper, especially in its current state.
Title: Re: Reeper (again)
Post by: Pepisolo on January 22, 2016, 06:03:33 PM
Reaper has a pull attack that drags you in, so that's intentional. I'm not quite sure what the Reaper problem is, I just played him and can pretty much beat him 9/10 without taking damage, although visually the chain pull doesn't look as solid as it used to. Still, I've toned down the slight homing effect of the chain and reduced the distance in which the chain pulls you in, so should help.
Title: Re: Reeper (again)
Post by: Misery on January 22, 2016, 06:08:22 PM
Oh, Pepisolo, just so you know, I recategorized the Banshee to a Wander 5x5, so it'll stop appearing in really tiny rooms now.   Figured I'd point it out since you made it.

The 5x5 enemies are showing up WAY more often now, they added a ton more rooms that actually contain them; super rare enemies arent so anymore.

Which will also explain the blue Blaze turret, if anyone hasnt seen that before and suddenly runs into it...

Do you want to try making a Hard mode version of your stuff?   Or would you like me to do it later?
Title: Re: Reeper (again)
Post by: Cinth on January 22, 2016, 06:17:03 PM
Chris disabled the Lash... you put it back in?
Title: Re: Reeper (again)
Post by: Pepisolo on January 22, 2016, 06:19:19 PM
Right, just made a few more changes Reaper. The chain now has very little homing and is a lot more stabler graphically. He should be way easier now as you don't have to worry about it reaching out and grabbing you. It's more like just a straight shot. Thanks!

Quote
Do you want to try making a Hard mode version of your stuff?   Or would you like me to do it later?

Actually if you can do hard mode versions of my stuff that'd be great. I've got quite a lot of boss sound effect integration still to do and it can be a little time consuming.  Thanks. Oh, in terms of enemy categorization, whatever changes you make on that front would probably be an improvement as you have more knowledge in that area, I think. Cheers!
Title: Re: Reeper (again)
Post by: Pepisolo on January 22, 2016, 06:21:01 PM
Chris disabled the Lash... you put it back in?

 Yeah, I've only just put it back in after making significant changes. The lash hardly even homes in now it's just a straight shot? Are there still problems?

Edit: oh, I might not have upped that change actually. I posted the earlier message just as I was about to commit the code then I made a few extra tweaks, so you might still be playing the older version, sorry about that.
Title: Re: Reeper (again)
Post by: Cinth on January 22, 2016, 06:23:39 PM
I won't know until the changes go live, lol.  I was curious. 
Title: Re: Reeper (again)
Post by: Pepisolo on January 22, 2016, 06:25:38 PM
I won't know until the changes go live, lol.  I was curious.

Oh yeah, just checking. I saw your name in the list of maps so thought you might have subversion access or something, heh. Oops! I think you'll be happy with the changes, it's much much more stable now, thanks.
Title: Re: Reeper (again)
Post by: Cinth on January 22, 2016, 06:28:19 PM
I have 12 rooms (I think).  Misery placed two and the others went in through Mantis.  There just weren't any SmallNS/EW rooms, so I made a few.
Title: Re: Reeper (again)
Post by: Pepisolo on January 22, 2016, 06:34:06 PM
I have 12 rooms (I think).  Misery placed two and the others went in through Mantis.  There just weren't any SmallNS/EW rooms, so I made a few.

Yeah, I should have probably assumed that rather than you having subversion access, heh. Thanks for the Reaper feedback, he's looking much solider and less glitchy now. I think something must've changed in the underlying code that made it a bit more glitchy than it used to be, but making the lash straighter seems to have done the job. Cheers.
Title: Re: Reeper (again)
Post by: Cinth on January 22, 2016, 06:38:10 PM
I wasn't trying to get it nerfed, I swear!!!  It was really hard to describe what I was seeing and catch it in SS.  Those above were the best I could get out of about 20.  The top one was a kill shot that shouldn't have even happened if you can tell where it bounced.  I was getting frustrated.
Title: Re: Reeper (again)
Post by: ptarth on January 22, 2016, 06:39:54 PM
I wasn't trying to get it nerfed, I swear!!!  It was really hard to describe what I was seeing and catch it in SS.  Those above were the best I could get out of about 20.  The top one was a kill shot that shouldn't have even happened if you can tell where it bounced.  I was getting frustrated.

Secret: You can save a bug report save at any time, and then just load it and play as normal, even if you die. I call it paperman difficulty.
Title: Re: Reeper (again)
Post by: Cinth on January 22, 2016, 06:42:34 PM
I wasn't trying to get it nerfed, I swear!!!  It was really hard to describe what I was seeing and catch it in SS.  Those above were the best I could get out of about 20.  The top one was a kill shot that shouldn't have even happened if you can tell where it bounced.  I was getting frustrated.

Secret: You can save a bug report save at any time, and then just load it and play as normal, even if you die. I call it paperman difficulty.

I know, have known.  Those SS were from the test room.
Title: Re: Reeper (again)
Post by: Pepisolo on January 22, 2016, 06:46:49 PM
I wasn't trying to get it nerfed, I swear!!!  It was really hard to describe what I was seeing and catch it in SS.  Those above were the best I could get out of about 20.  The top one was a kill shot that shouldn't have even happened if you can tell where it bounced.  I was getting frustrated.

Yeah, I liked a little bit of homing on the chain (maybe I had too much, though), but the glitchiness was too noticeable. When I get some time I can try and ramp the homing up a little more while still keeping the bullet pattern stable.
Title: Re: Reeper (again)
Post by: Cinth on January 22, 2016, 07:01:58 PM
As long as we can tell what is going on and be able to avoid it.  If you are tweaking on it, you know what it'll do and how. 

Anyway, Reaper is likely still the hardest Miniboss.
Title: Re: Reeper (again)
Post by: Misery on January 22, 2016, 07:30:20 PM
I'm tellin' ya, this one's not as hard as it seems.

Just gotta LEAP RIGHT IN IT'S FACE and then run circles around it!

No trouble, right?
Title: Re: Reeper (again)
Post by: Cinth on January 22, 2016, 07:38:26 PM
Only for those who skill was born straight out of the matrix.
Title: Re: Reeper (again)
Post by: Misery on January 22, 2016, 07:49:22 PM
Oh, Pepisolo, before I forget:   That miniboss that makes the big square walls, that one has a potential issue, in that weapons that fire rapidly enough can literally make it unable to do anything at all. 

Or did I mention that already somewhere?  Bah, I dont know.  I'm mentioning it here anyway just in case.  But yeah, that happens.
Title: Re: Reeper (again)
Post by: Cinth on January 22, 2016, 08:15:02 PM
Oh, Pepisolo, before I forget:   That miniboss that makes the big square walls, that one has a potential issue, in that weapons that fire rapidly enough can literally make it unable to do anything at all. 

Or did I mention that already somewhere?  Bah, I dont know.  I'm mentioning it here anyway just in case.  But yeah, that happens.

It's known.  There are other ways to trivialize it too.

I know I got Banshee nerfed, but it needs to be buffed now.
Title: Re: Reeper (again)
Post by: Pepisolo on January 22, 2016, 08:55:20 PM
I know I got Banshee nerfed, but it needs to be buffed now.

Actually I haven't nerfed it, although there is a white variant which is a bit easier. Maybe you encountered that  version? Edit: Oh, it's been nerfed because of performance issues.. which kind of sucks as it ruins the design a bit, but what can you do.

Regarding Bastille, yeah,  tricky to balance that. If I make it harder for faster firing weapons to break through, players with low fire rates will be pulling their hair out trying to get through the wall.
Title: Re: Reeper (again)
Post by: Misery on January 22, 2016, 10:12:19 PM
Why not give it a BossBuddy?

This boss, it totally reminds me of the thing from the arcade game Star Castle (exact same mechanic except without the brutal difficulty).  That thing could shoot directly at you but it could send other things at you too; even the shield itself could attack.

Those ideas are all possible here.

I think it's worth doing, it's one of those things that has alot of potential it could meet if something is added to it to really round it out.  Things like shields and stuff of that nature is mostly unique to the minibosses after all, only the Warden and maybe Labyrinth sort of do anything at all similar.  So it's already unique, add something else to it, and it'll be really unique.
Title: Re: Reeper (again)
Post by: Pepisolo on January 22, 2016, 10:20:19 PM
Why not give it a BossBuddy?

This boss, it totally reminds me of the thing from the arcade game Star Castle (exact same mechanic except without the brutal difficulty).  That thing could shoot directly at you but it could send other things at you too; even the shield itself could attack.

Those ideas are all possible here.

I think it's worth doing, it's one of those things that has alot of potential it could meet if something is added to it to really round it out.  Things like shields and stuff of that nature is mostly unique to the minibosses after all, only the Warden and maybe Labyrinth sort of do anything at all similar.  So it's already unique, add something else to it, and it'll be really unique.

Yeah, I'll definitely look into something to give it another dimension. Most of my focus is on getting the boss sound effects in for the moment, but after that I've gotta take a look at the minibosses and make tweaks and improvements etc.
Title: Re: Reeper (again)
Post by: Tolc on January 23, 2016, 12:03:10 AM
I know I got Banshee nerfed, but it needs to be buffed now.

Actually I haven't nerfed it, although there is a white variant which is a bit easier. Maybe you encountered that  version? Edit: Oh, it's been nerfed because of performance issues.. which kind of sucks as it ruins the design a bit, but what can you do.

Aw, man. I really liked the Banshee in its previous state. Shoot it quickly and then run like hell (which actually broke loose behind you  :D)

(It DID get its amount of shots nerfed, didn't it? Or am I imagining things here?)
Title: Re: Reeper (again)
Post by: Pepisolo on January 23, 2016, 12:41:46 AM
I know I got Banshee nerfed, but it needs to be buffed now.

Actually I haven't nerfed it, although there is a white variant which is a bit easier. Maybe you encountered that  version? Edit: Oh, it's been nerfed because of performance issues.. which kind of sucks as it ruins the design a bit, but what can you do.

Aw, man. I really liked the Banshee in its previous state. Shoot it quickly and then run like hell (which actually broke loose behind you  :D)

(It DID get its amount of shots nerfed, didn't it? Or am I imagining things here?)

I haven't tested it, but yeah, he was nerfed. I'll see if I can up the shot count per second a bit when Chris is back. I'll have to ask him first how far I can push it in terms of performance, though.
Title: Re: Reeper (again)
Post by: crazyroosterman on January 23, 2016, 01:05:58 AM
I know I got Banshee nerfed, but it needs to be buffed now.

Actually I haven't nerfed it, although there is a white variant which is a bit easier. Maybe you encountered that  version? Edit: Oh, it's been nerfed because of performance issues.. which kind of sucks as it ruins the design a bit, but what can you do.

Aw, man. I really liked the Banshee in its previous state. Shoot it quickly and then run like hell (which actually broke loose behind you  :D)

(It DID get its amount of shots nerfed, didn't it? Or am I imagining things here?)

I haven't tested it, but yeah, he was nerfed. I'll see if I can up the shot count per second a bit when Chris is back. I'll have to ask him first how far I can push it in terms of performance, though.
how about having the original version as an option in the options?(just realised how silly that sounds) with the current version as default?.
Title: Re: Reeper (again)
Post by: Pepisolo on January 23, 2016, 01:31:49 AM
I know I got Banshee nerfed, but it needs to be buffed now.

Actually I haven't nerfed it, although there is a white variant which is a bit easier. Maybe you encountered that  version? Edit: Oh, it's been nerfed because of performance issues.. which kind of sucks as it ruins the design a bit, but what can you do.

Aw, man. I really liked the Banshee in its previous state. Shoot it quickly and then run like hell (which actually broke loose behind you  :D)

(It DID get its amount of shots nerfed, didn't it? Or am I imagining things here?)

I haven't tested it, but yeah, he was nerfed. I'll see if I can up the shot count per second a bit when Chris is back. I'll have to ask him first how far I can push it in terms of performance, though.
how about having the original version as an option in the options?(just realised how silly that sounds) with the current version as default?.

Good news for Banshee lovers. A version closer to the old one will be returning some time soon. It doesn't actually cause any performance problems, in fact, but it will probably have its rate slightly reduced.
Title: Re: Reeper (again)
Post by: Cinth on January 23, 2016, 01:45:17 AM
Good news for Banshee lovers. A version closer to the old one will be returning some time soon. It doesn't actually cause any performance problems, in fact, but it will probably have its rate slightly reduced.

I really wasn't trying to get the Banshee nerfed  :-\   It got caught up trying to resolve something else (that was extremely broken).
Good to hear that you and Chris were able to compromise a bit on it  :D 

The issues I had with it weren't really the because of the spray, but because of the really small spaces it could spawn and be quite unfair.  Classing and having enough variety in the class it's in would help that a bunch.
Title: Re: Reeper (again)
Post by: Pepisolo on January 23, 2016, 03:35:55 AM
Quote
I really wasn't trying to get the Banshee nerfed  :-\   It got caught up trying to resolve something else (that was extremely broken).
Good to hear that you and Chris were able to compromise a bit on it  :D 

The issues I had with it weren't really the because of the spray, but because of the really small spaces it could spawn and be quite unfair.  Classing and having enough variety in the class it's in would help that a bunch.

No worries, I'm just glad it wasn't the cause of the performance problems, so I could mostly change it back. I think Misery re-categorized Banshee recently, so hopefully that's helped, I haven't been able to playtest much recently, though, to test.
Title: Re: Reeper (again)
Post by: Cinth on January 23, 2016, 04:06:21 AM
No worries, I'm just glad it wasn't the cause of the performance problems, so I could mostly change it back. I think Misery re-categorized Banshee recently, so hopefully that's helped, I haven't been able to playtest much recently, though, to test.

:)  I think I put in enough hours running down stuff last night for all of us.  It was actually the Invader xp exploit (adds giving xp and was farmable) that put me at a high enough level to catch the bad perk interaction.

I just want normal to be as fair to everyone (genre fan or not) as it can be.  Hard up is for you crazy guys who love this type of stuff.
Title: Re: Reeper (again)
Post by: Misery on January 23, 2016, 06:56:44 AM
Normal has been well tested, yeah.  I think Hard has possibly only been tested by me at this point; considering I also am the one that made it, that's a little bit of an issue, come to think about it.

Well, no, technically the hard mode version of the Warden was tested by lots of people.  It just wasnt supposed to be, heh.
Title: Re: Reeper (again)
Post by: Cinth on January 23, 2016, 07:42:33 AM
Normal has been well tested, yeah.  I think Hard has possibly only been tested by me at this point; considering I also am the one that made it, that's a little bit of an issue, come to think about it.

Well, no, technically the hard mode version of the Warden was tested by lots of people.  It just wasnt supposed to be, heh.

LOL.  I can maybe give it go tomorrow if you want.  I've been able to down Warden in the hard variant a couple times.  The dodge is not strong in this one  ;)
Title: Re: Reeper (again)
Post by: Misery on January 23, 2016, 08:45:36 AM
Speaking of Hard mode, I've just realized there's a boss that doesnt have a hard mode variant.

And one that started out that way and needs a normal variant.

Aaaaaaaaand I totally forgot.  Ugh.  I knew I wasnt going to hit release without forgetting SOMETHING.
Title: Re: Reeper (again)
Post by: Cinth on January 23, 2016, 09:00:26 AM
Meh.  Work on it in time.  Enjoy the release.
Title: Re: Reeper (again)
Post by: Misery on January 23, 2016, 09:18:26 AM
If I recall correctly there's no further updates being pushed until Monday anyway.   Chris is off for the weekend, as is the usual schedule.  He had *alot* to do in the period up until launch, it was seriously nuts.  Hoping that he gets some rest along with everyone else.

I need time to actually come up with ideas to make these changes anyway.  Well, the one that needs a reduction is relatively easy.  The one that needs a hard mode pattern is not, as it involves Backfire, the one boss that I think is a bit broken; I've been very, very tempted to disable the thing until fixed.  I had made it very early on and then disabled it after a problem was found, and literally forgot about it until a few days ago.  But it's still kinda problematic.  Thinking up an additional attack for that one will be annoying.  I at least have an easy solution to the "hide behind it and never get hit" problem now though.

The real fun though will come when it's time to make the Misery-level patterns, and the ultra-boss.  Well, fun for me anyway.   Havent determined how the ultra-boss is to be found/reached yet though.
Title: Re: Reeper (again)
Post by: Cinth on January 23, 2016, 09:34:55 AM
I remember Backfire *shudders*.
Title: Re: Reeper (again)
Post by: Misery on January 23, 2016, 09:41:50 AM
What, did it do something bizarre or broken that it wasnt supposed to?

It's good at that.  Really good.
Title: Re: Reeper (again)
Post by: Cinth on January 23, 2016, 10:15:37 AM
Dude, I ran into him once before it got disabled. 

I was caught off guard by the pattern and got killed pretty quick like.
Title: Re: Reeper (again)
Post by: Misery on January 23, 2016, 02:34:47 PM
Was the Reaper changed?  I ran into it just now and it never used it's whip attack.  Just kept making a beeline at me.  Which makes it alot easier to take down.
Title: Re: Reeper (again)
Post by: Cinth on January 23, 2016, 02:38:40 PM
Yeah, though I thought Pepi got it added back.  Chris disabled it because I complained about it (a lot). 
Title: Re: Reeper (again)
Post by: crazyroosterman on January 24, 2016, 04:47:40 PM
If I recall correctly there's no further updates being pushed until Monday anyway.   Chris is off for the weekend, as is the usual schedule.  He had *alot* to do in the period up until launch, it was seriously nuts.  Hoping that he gets some rest along with everyone else.

I need time to actually come up with ideas to make these changes anyway.  Well, the one that needs a reduction is relatively easy.  The one that needs a hard mode pattern is not, as it involves Backfire, the one boss that I think is a bit broken; I've been very, very tempted to disable the thing until fixed.  I had made it very early on and then disabled it after a problem was found, and literally forgot about it until a few days ago.  But it's still kinda problematic.  Thinking up an additional attack for that one will be annoying.  I at least have an easy solution to the "hide behind it and never get hit" problem now though.

The real fun though will come when it's time to make the Misery-level patterns, and the ultra-boss.  Well, fun for me anyway.   Havent determined how the ultra-boss is to be found/reached yet though.
hu sounds like we could have done with a bit more time if some things like that aren't implemented yet shame really (and before somebody points this yes I'm aware the dead line was forced) still I don't think anybody out side here has noticed(and probably won't for a good long while) so all's well that ends well I suppose.
Title: Re: Reeper (again)
Post by: Misery on January 24, 2016, 04:53:29 PM
If I recall correctly there's no further updates being pushed until Monday anyway.   Chris is off for the weekend, as is the usual schedule.  He had *alot* to do in the period up until launch, it was seriously nuts.  Hoping that he gets some rest along with everyone else.

I need time to actually come up with ideas to make these changes anyway.  Well, the one that needs a reduction is relatively easy.  The one that needs a hard mode pattern is not, as it involves Backfire, the one boss that I think is a bit broken; I've been very, very tempted to disable the thing until fixed.  I had made it very early on and then disabled it after a problem was found, and literally forgot about it until a few days ago.  But it's still kinda problematic.  Thinking up an additional attack for that one will be annoying.  I at least have an easy solution to the "hide behind it and never get hit" problem now though.

The real fun though will come when it's time to make the Misery-level patterns, and the ultra-boss.  Well, fun for me anyway.   Havent determined how the ultra-boss is to be found/reached yet though.
hu sounds like we could have done with a bit more time if some things like that aren't implemented yet shame really (and before somebody points this yes I'm aware the dead line was forced) still I don't think anybody out side here has noticed(and probably won't for a good long while) so all's well that ends well I suppose.

Yeah, I hate not having the Misery mode ready on launch, but.... that deadline, ugh.   Believe me, we were all a bit frustrated by it.  It was definitely annoying.  I now know what "crunch time" really means.

That mode not being entirely there though is actually pretty obvious; I think the game actually says so when you go to select it.

Right now there's sort of a temporary "hard mode with additional spawner wackiness" mode in it's place.  Which is still a tough challenge.  But yeah, the actual full mode will take some time.  It was a low priority compared to everything else.

There's a few small things I'm going to do first, but then I'm going to do that mode, and the special boss that goes along with it.
Title: Re: Reeper (again)
Post by: crazyroosterman on January 24, 2016, 05:13:22 PM
If I recall correctly there's no further updates being pushed until Monday anyway.   Chris is off for the weekend, as is the usual schedule.  He had *alot* to do in the period up until launch, it was seriously nuts.  Hoping that he gets some rest along with everyone else.

I need time to actually come up with ideas to make these changes anyway.  Well, the one that needs a reduction is relatively easy.  The one that needs a hard mode pattern is not, as it involves Backfire, the one boss that I think is a bit broken; I've been very, very tempted to disable the thing until fixed.  I had made it very early on and then disabled it after a problem was found, and literally forgot about it until a few days ago.  But it's still kinda problematic.  Thinking up an additional attack for that one will be annoying.  I at least have an easy solution to the "hide behind it and never get hit" problem now though.

The real fun though will come when it's time to make the Misery-level patterns, and the ultra-boss.  Well, fun for me anyway.   Havent determined how the ultra-boss is to be found/reached yet though.
hu sounds like we could have done with a bit more time if some things like that aren't implemented yet shame really (and before somebody points this yes I'm aware the dead line was forced) still I don't think anybody out side here has noticed(and probably won't for a good long while) so all's well that ends well I suppose.

Yeah, I hate not having the Misery mode ready on launch, but.... that deadline, ugh.   Believe me, we were all a bit frustrated by it.  It was definitely annoying.  I now know what "crunch time" really means.

That mode not being entirely there though is actually pretty obvious; I think the game actually says so when you go to select it.

Right now there's sort of a temporary "hard mode with additional spawner wackiness" mode in it's place.  Which is still a tough challenge.  But yeah, the actual full mode will take some time.  It was a low priority compared to everything else.

There's a few small things I'm going to do first, but then I'm going to do that mode, and the special boss that goes along with it.
I actually meant that ultra boss you were talking about I wasn't aware at all that he wasn't implemented (I'm assuming that rodneys the final boss as strange as it may seem) so that's why I said that but regardless all things considered its a cracking game.
Title: Re: Reeper (again)
Post by: Misery on January 24, 2016, 05:16:31 PM
Oh, yeah, that boss.  Well, that boss is going to take MUCH longer than all of the others anyway, definitely.... gonna be a freaking nightmare to test. 

Though, I wouldnt be jamming it into the game without the rest of the mode finished anyway.  Everyone's gonna have to go through the rest of the hyper-crazy bosses to get to THAT guy, heh.   I'll be interested to see if anyone manages to take the awful thing down.
Title: Re: Reeper (again)
Post by: Cinth on January 24, 2016, 05:18:21 PM
I'll be interested to see if anyone manages to take the awful thing down.

Without cheating ;)
Title: Re: Reeper (again)
Post by: crazyroosterman on January 24, 2016, 05:19:59 PM
Oh, yeah, that boss.  Well, that boss is going to take MUCH longer than all of the others anyway, definitely.... gonna be a freaking nightmare to test. 

Though, I wouldnt be jamming it into the game without the rest of the mode finished anyway.  Everyone's gonna have to go through the rest of the hyper-crazy bosses to get to THAT guy, heh.   I'll be interested to see if anyone manages to take the awful thing down.
I wouldn't be surprised probably not by my self though I mean maybe if I smash my head on it enough times but I don't know if Id have the motivation still...I might try out hard mode when I eventually beat the warden out of curiosity.