Closed tsoule88 closed 9 years ago
I liked the spammability of wave fire, I think we should just make it cost what it would ordinarily cost to fire that many projectiles of each type.
I started to do that, but calculating the energy cost for multiple projectiles from multiple weapons was looking tricky and I got lazy ☺
From: tanimoti [mailto:notifications@github.com] Sent: Saturday, May 16, 2015 1:43 PM To: tsoule88/evolvedTD Cc: Soule, Terence (tsoule@uidaho.edu) Subject: Re: [evolvedTD] more game play changes (#240)
I liked the spammability of wave fire, I think we should just make it cost what it would ordinarily cost to fire that many projectiles of each type.
— Reply to this email directly or view it on GitHubhttps://github.com/tsoule88/evolvedTD/pull/240#issuecomment-102686939.
It didn't turn out to be so hard after all because each tower has its own wave_fire function, so you just have to calculate the cost as 20*ecost. I just did it.
Creatures are slightly less aggressive: slower initial speed, more variable angles. Creatures can eat towers again (the brain was never telling them to, possibly due to fewer brain outputs) Player starts with a bioreactor (it would be good to also start with a drill and maybe rail gun, but I couldn't get it to work). It's now hard to get past the first wave or two (hint: upgrading towers helps a lot), but gets much easier
I think we over balanced evolutionary trade-offs without taking into account the players improvements. E.g. increased armor is good, but causes lower speed. Given how rapidly the player can improve I think that unbounded improvements would be fine.
I.e. creatures evolve more health, better armor, ability to take bigger bites of the towers ("munchstrength") all without evolutionary balances.
On the player side the tower updates seem a bit too powerful, at least for the base costs.