Paul Eres ([info]rinku) wrote,
@ 2008-10-19 03:07:00
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Entry tags:immortal defense

aaaaaaaaaaaaaaa!

I'm finally finished with v1.1 of Immortal Defense.

I kind of feel terrible that it took me so long. It took me longer to update the game from v1.0 to v1.1 than it took me to make the entire game. And not just a little longer, but more than twice as long.



Changelog from 1.0 to 1.1:

- Level editor added. See patheditor.txt for instructions. You can now create and play custom levels and campaigns. You can use the editor only in the full version, but can play levels created in the editor in the trial version provided they only use enemies from the first two campaigns.

- Fifty new example custom levels were created (by RinkuHero and Wynand) using this editor, raising the level total of the game from 100 to 150. These include an eight-level campaign called "Raberata's Challenge" (included with the demo), eleven short three-level campaigns for each of the Points (full version only), and a nine-level campaign called "The Murderer," a side-story written by Wynand. (full version only).

- Circuit Points work very differently now; they can now connect to the mouse cursor as well as to one another, and are significantly stronger and more useful than they were in 1.0.

- Several other Points have had changes and slight tweaks to their power levels; Turning Points were a bit overpowered in 1.0 and have been weakened slightly; Fear Points and Pride Points now fire faster. Strategist Points now do more damage to the defense of a creature than previously, and do a higher percent of damage than they did previously, but they now fire more slowly. There were minor changes to the others as well.

- Background images have been added, changing from a plain black background to a more textured background. If undesirable to those used to the old way, these can be turned off in the .ini file by setting Backgrounds=0 instead of Backgrounds=1.

- There has been a change to how the paths are drawn, which hopefully looks better. It looks better to me, anyway. It is slower, however. If it's too slow for, you can change the method used for drawing the paths back to the old method by pressing the 'N' key during play (press it again to return to the new way). You can also change the method used in the .ini file, by changing OldMethod=0 to OldMethod=1.

- There have been some slightly changes to the special charge attacks of the mouse cursor. Nothing major, but they were tweaked.

- A track of music which was left out of v1.0 due to being unfinished is now in, the game now has a specific final battle music, Winter's Journey. (full version only)

- The mouse cursor now has 'visibility lines' on the sides of the screen, which may help those who tend to lose track of the mouse cursor in the heat of the game.

- Removed encryption on the save file, which may reduce some problems some users have been having with saving their games. If you'd like to keep your old saved game from v1.0, you must convert the safe file. To do that, run the included "ndefense-savefile-v1-to-v1.1.exe" program on your "ndefense" save file.

- Created a message at the end of the demo version of the game which tells player what the full version contains; this can be skipped by pressing escape. (demo only)

- The lifebar graphic on the enemies is slightly larger and more visible.

- Added a few useful hotkeys: space now shows the prices of all the Points, Ctrl now shows their kills. This can be useful for strategic decisions.

- Pressing Shift now speeds up the game temporarily if you hold it down. Note that using the Shift key to speed up the game will only work if your computer can actually handle the game at a faster speed. Changing the path draw method to the old method helps improve the maximum speed that the game can be sped up. On a fairly good computer, the game will speed up to 100 fps (3x the normal frame rate) if you hold down Shift, which can be useful for getting through boring parts of the game quickly.

- It's now easier to "drag" Points from the Point palette at the bottom to their spot without selecting other Point types if you drag over them (even though dragging wasn't intended as a way to place Points). Thanks to Jason Rohrer for that suggestion; he's an independent developer himself -- http://jasonrohrer.n3.net/

- The game now saves at what difficulty level you successfully completed each mission, and shows that data on the stage select screen. The average challenge level is shown during the ending. This can be useful for people who want to try to finish every level at 100% difficulty.

- Several minor bugs fixed, such as the bug where the shields of Nightmares would sometimes not disappear when you killed the Nightmare, and the bug where the final Hellspace level led to a blank level, and the bug where the first few levels were impossible at 100% difficulty. Made the triad flash enemies not become invulnerable unless the shot that damaged them does at least 10% of their maximum HP.

- There are various other minor changes. As an example, I changed the colors on the "debris" objects, making them less saturated, which I think looks nicer. The Panopticon boss is a bit easier, the "star" indicator at the beginning of the level now slows down at curves in a way similar to that of the enemies, etc. -- But these tiny changes would be tedious to document so I'll skip them.

- Added a preview of our next game, Saturated Dreamers. Accessable by clicking "???" on the title screen.



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[info]nastygakusei
2008-10-19 07:34 am UTC (link)
But now I feel like I have the "old" version.

=[

=[

=[

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[info]rinku
2008-10-19 07:37 am UTC (link)
you have a much newer version than most players though. only a few things are new from yours (reading the changelog will let you know what). i'll send you the new version if there are no bugs found in it.

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[info]nastygakusei
2008-10-19 07:43 am UTC (link)
Haha, wellll. I'm kinda comfortable with this version, only because it seems to be the only game I can run on my laptop without something bad/weird happening. So I don't want to install the new version and have everything go to hell.

I guess the only thing I feel like I'm missing out on is the SD preview, but I suppose you either do, or will have that on youtube. I'll live. =]

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[info]longetech
2008-10-20 02:47 am UTC (link)
What's with the music from the main trailer on the site? It gives it a "fan-video" feel. You want that for your official trailer? Really?

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[info]rinku
2008-10-20 02:49 am UTC (link)
Fool, you already asked that, and I already answered: it's the ending music, by Crazy Mary. It's used in the game in the ending which you obviously never got to.

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[info]longetech
2008-10-20 02:51 am UTC (link)
I know what that music is from. And I've gotten to the ending, it works for the ending. But not for a trailer. Fool.

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[info]rinku
2008-10-20 02:55 am UTC (link)
Fool, make a better trailer then if you can. All you do is complain about the marketing I do, you never do anything to help me out in marketing ;_;

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[info]longetech
2008-10-20 03:01 am UTC (link)
The trailer is fine Paul, it needs matching music though. Are you going to tell me now to make a better song that would match it? Oh problem already solved.

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[info]rinku
2008-10-20 03:03 am UTC (link)
The trailer isn't fine, it uses the old algorithm for the paths, I need to redo it. But I'll keep this one for now until I redo it. I do like this music though, I don't see what you dislike about the music, the intro to the ending song that I use in this video is my favorite music in the game! You just don't like it cause you didn't make it, but it fits perfectly, and several people have said it was a great choice of music.

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[info]longetech
2008-10-20 03:08 am UTC (link)
I said the trailer is fine, the old paths don't even bother me. Redo it if you want, but the action in it is already excellent.

And as I said, the track itself is a good song, and works for the ending. You think my ego is bothered over this, but it's not. In fact, I respect and enjoy this song and Crazy Mary, but this is me coming from the perspective of marketing. It doesn't work for a trailer. This isn't supposed to be a fan video consisting of several snippets of some player schooling some noobs to his buddies.

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[info]rinku
2008-10-20 03:10 am UTC (link)
You haven't given any reason why you think it doesn't work, though. How can I take you seriously unless you give some reasoning besides talking about "fan video". What the heck is "fan video" about it?

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[info]longetech
2008-10-20 03:13 am UTC (link)
Casual rock music to a serious game is what is fan video about it.

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[info]longetech
2008-10-20 03:13 am UTC (link)
By serious game I am referring to the story.

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[info]rinku
2008-10-20 03:14 am UTC (link)
It's not casual rock music, it's the most emotional segment of music in the game. Even Orchard told me that once, that that part of the music always makes him feel like crying, and I agree.

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[info]longetech
2008-10-20 03:17 am UTC (link)
That's because that's the ending. You were already immersed in the story by then. This is a trailer. You have not been immersed in it. Therefore, the context is gone and it is a casual rock song. Do you get this? How context changes? Do you understand the concept of context, or are you a fool?

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[info]rinku
2008-10-20 03:18 am UTC (link)
I understand why you think that, but I think you're wrong. There's a reason Wynand and I chose that song for the ending. The reason it fits this trailer is the same reason it fits the ending.

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[info]longetech
2008-10-20 03:32 am UTC (link)
I've asked a number of people and they agree with me, unexposed to the game previously, the song would sound like a casual rock song. I understand how it would be emotional, and it was for me when I beat the game, but the effect just doesn't carry over to the trailer.

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[info]rinku
2008-10-20 03:36 am UTC (link)
They're more likely to agree with you than not simply because it's your position. Did you tell them what you thought or give them an indication about your position before you asked them? If I asked a bunch of people they'd probably mostly agree with me too, just by how I phrased the question.

But, I don't think this should be a democratic decision, I can only base the trailer on what I feel works best, not what most people feel works best.

As I said, if you'd prefer another song instead make a trailer (or even just use this one) with that song and if I like it better I'll use that. I didn't try it with every song yet.

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[info]longetech
2008-10-20 03:38 am UTC (link)
Well you have to realize this is the youtube generation, where many, many people are exposed to fan videos of games and other mediums like anime, and as carrie said, it does bare a striking resemblance to them. Probably if they weren't so common, I would have agreed with you, and probably if you had been more exposed to them, you would see how fan-video this is. But the fact is, since this is the youtube generation, more people will identify with my point of view than yours.

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[info]rinku
2008-10-20 03:41 am UTC (link)
I do not believe that enough people watch fan videos for it to matter. And even if it did, people who watch fan videos on YouTube are usually not old enough to buy games anyway.

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[info]nastygakusei
2008-10-20 03:45 am UTC (link)
Whoa, that is so off, Paul. Sorry, I gotta call you on that. As a matter of fact, most people that watch/create fan vids are my age or older. Yes, there is a small percentage that are young, but it doesn't make up, in the least, the majority of people involved in creating or watching fan videos.

Trust me. I'm in fandom. Heavily. I know.

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[info]rinku
2008-10-20 03:46 am UTC (link)
You are not the typical age range for fandom, you're way overaged for that subculture, which is why people like moogle1 and surlaw justifiably make fun of that lifestyle, because it's something most people leave by the time they're 17.

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[info]nastygakusei
2008-10-20 03:50 am UTC (link)
ACTUALLY, that's off too. I'm the second youngest person in the group of people I associate with in my particular fandom. It's easy for a bunch of people to speculate on things based on ideas they've formed in their own minds.

I believe that's called...deluding oneself? =]

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[info]rinku
2008-10-20 03:56 am UTC (link)
Your particular group isn't a good representative example, because friends are chosen and tend to be similar rather than chosen randomly from a subculture.

And I never said I'm not deluding myself. But my delusions are at least methodological rather than emotional.

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[info]longetech
2008-10-20 03:46 am UTC (link)
It's not the amount of people who WANT to watch fan videos that matter, but the sheer volume of fan videos that exist on youtube. People are bound to be exposed to them repeatedly, whether they found some link to it from digg.com or just found it indirectly from other means. Gamers browse youtube for gaming videos to see, most of them probably aren't even looking for fan videos. I know I don't, but I've been exposed again and again to them enough to know the common characteristics they share.

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[info]rinku
2008-10-20 03:49 am UTC (link)
This is a better argument, and I admit the danger of someone, maybe one in a hundred people, thinking it seems like a fan trailer and being put off by that, but I don't think it's a significant number. And even if it were a significant number, I don't understand how any other song would be any better. Fan trailers use all kinds of music from all kinds of genres, not just rock.

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[info]nastygakusei
2008-10-20 03:34 am UTC (link)
psssst. It does look like a fan video for the following reasons:

1. While the song itself is good, and also used in the ending of the game, it doesn't fit with what you're depicting visually. Even if it did happen to evoke emotion in one part of the game, it wasn't that part. Therefore, its significance does not apply.

2. The way the song ends seems a bit amateurish: in that it doesn't wind down or stop on a particular note. It just STOPS abruptly. Even if you did decide to use this song, it needs to either wind down at the end or stop on a better note.

3. I have watched hundreds of fan videos, for both anime and games, and this does seem strikingly similar, as far as it does seem as though some random person just picked a song they liked and inserted it into the vid. I'm just saying.

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[info]rinku
2008-10-20 03:40 am UTC (link)
As I said above to long, this isn't a democratic decision, it's about what song I feel fits best, not what song most people feel fits best. Universally the trailer has had positive reaction until Long started "asking" people about it and causing trouble, so I even suspect most people would disagree with him. Even you said you liked it when I first showed it to you, oddly none of the issues you name now came up when I first showed it to you, which indicates to me you're just deluding yourself as people tend to do every second of every day.

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[info]nastygakusei
2008-10-20 03:47 am UTC (link)
I never said anything about not liking it. I like the video. But I think that more should be done to it if it's going to be an official trailer, that's all.

Yes, I am aware that the final decision lies with you. But it's always good to have suggestions, no?

And stop being so offensive. I'm not deluding myself by pointing things out that I've noticed.

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[info]rinku
2008-10-20 03:54 am UTC (link)
I never said the trailer is done, it even says (test) in the title and first draft in the sidebar info or something.

It's *not* always good to have suggestions, because suggestions can sometimes have a bad effect and just interfere with better judgment, and waste time. No matter what something is, it's going to get tons of bad suggestions by most people who don't know as much about the process of creating something as someone who creates it. There's a saying that goes something like: those who can make things, make them, those who can't, complain about what others have made.

I didn't mean to be offensive, I am just stating why I believe you're wrong. There's not really a non-offensive way to state the truth of the matter (that you're just agreeing with Long because you like him better).

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[info]nastygakusei
2008-10-20 04:01 am UTC (link)
Haha, what? There is no "liking better." I've had disagreements with Long. If I felt that he was off, I would have stated as much. I don't side with people based on who they are, I side with ideas based on what I agree with.

And just to clarify: No, I do not like Long better. You're family. I can't possibly like someone better than my own cousins, whom I adore.

And as far as "those who cannot do, complain." I'm not complaining. I was just pointing some things out that you obviously haven't noticed.

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[info]rinku
2008-10-20 04:08 am UTC (link)
I don't mean that kind of liking (mere affection), I mean the kind of liking that includes respect, etc. -- i.e. you may have more affection for me, but you have very little respect for what I believe, and you believe that most of what I believe tends to be crazy.

And I don't think anybody sane takes sides in an argument just based on the ideas (which don't exist), it's usually based on the people involved (who do).

I don't think you pointed out anything I didn't know. Some of the things you pointed out were false (i.e. that the music doesn't fit), and others are true but just a side effect of it being a first draft at the trailer (that the music ends abruptly), and others I knew but don't think are significant (that it might be associated with an AMV).

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[info]nastygakusei
2008-10-20 04:18 am UTC (link)
Okay. You're crazy and I'm dumb. And yet our disputes tend to go on and on.

BUT I LOVE YOU PAUL. =p

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[info]longetech
2008-10-20 03:57 am UTC (link)
I am interested in creating the most beneficial marketing position from us, because I have a share in the profits as well. If most our audience would identify and take the trailer less seriously than they should be, then we have a bit of a disadvantage as far as first impressions go. There's no need for a disadvantage if it can be prevented. Even though I can't convince you with, at this time, the opinions of the people that -I- have personally asked, I believe there certainly is value in some democratic opinion.

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[info]rinku
2008-10-20 04:00 am UTC (link)
Which is why I suggested that if you are concerned you try out other songs in the trailer and see how they work.

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[info]longetech
2008-10-20 04:01 am UTC (link)
Well then excellent suggestion.

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[info]rinku
2008-10-20 04:27 am UTC (link)
See also: http://www.gameproducer.net/2008/10/13/the-one-who-presents-the-problem-should-could-also-present-the-solution/

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[info]longetech
2008-10-20 04:36 am UTC (link)
Yes, you've told me many times about this. Here, I won't complain then leave you alone on deal with this issue. I will definitely look into other songs, or perhaps even producing one specifically for the trailer.

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[info]rinku
2008-10-20 04:38 am UTC (link)
Hm, that'd be good. Perhaps a remix of many of the songs in ID?

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[info]longetech
2008-10-20 08:57 am UTC (link)
Ok, I'm not done yet, but here is what I have so far. I used the main theme of ID here.

http://studiodao.com/sitemusic/Endless%20Immortality_4.mp3

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[info]rinku
2008-10-20 07:35 pm UTC (link)
I don't like it very much so far, but hopefully it'll become better. The instruments don't seem to fit together for me, and it's not soft enough. The music shouldn't be so loud and jarring that it distracts from the trailer. One of the reasons I like the track of music I use now is that it's softer and makes you feel some way without being distracting or bringing attention to itself. You use mainly percussive instruments in this track: piano and drums, whereas the Crazy Mary song uses lighter instruments like guitar and saxophone.

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[info]longetech
2008-10-20 03:11 am UTC (link)
(that's what the video gives the impression of from the music)

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