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Team Games under development

110 replies [Last post]
Pjotr's picture
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That's pretty obvious, isn't it Enigma...? Host = 1 person, Other players = 1-7 persons. Who would it be? Or imagine the time before everyone gets their way, etc etc. It is good that we try to think "outside the box", but not everything prosper from turning it the other way around, or doing it the opposite way... Or, if I have misunderstood this completely, please explain your idea further...
/Pjotr
chris's picture
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I just uploaded a new version of the game with a new coded bot's moves preview.
The improvements of the previous preview routine works like before but shows now all the crossed cells with a little square, uses the bot's color and accepts as input datas the format of the sequences currently sent when team mates validate their actions.

I you think it's ok, I will now implement this to show team moves in real time (each time an action button is pressed or canceled by a team mate during actions entering sequence). Thanks for your feedback (especially about the squares).
dharokan's picture
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Hmmm.... quick review: 

I wonder why you made it public and omnipresent. Couldn't we restrict such tests on team mode? Players feel confused about it.

Big Bug:
The preview stops working when using an item (e.g. bomb or energy)

Little bug:
After exiting the map test mode, the squares still remain visible.

One player already complained that it makes him/her lag.


And I am curious how you plan to display multiple players' squares on the same tile?

Still I would prefer a real line preview, but that would need a connection of those lines, with round corners at best, which would be far more work, of course...


chris's picture
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Well, I made it public because we decided some days ago to have the bot's moves preview back for everyone, isn't it ? (with a setting to hide it which is not available yet)
Strange that players feel confuse ? It's quite the same than the previous version of it (except the squares, I can keep only for new players and team mode if you like)

Of course the squares are easier to do than lines, I can do lines after if squares are a real problem. Those squares are semi transparent, so if multiple bots will cross the same cell, there would be a squares stack, I think it's worth a try for this simplist version for a first step.

Thanks for the bugs report. Very strange for lag, as there is no difference in animation with the previous version. I'll try to optimize it a little more.
dharokan's picture
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chris wrote:
Well, I made it public because we decided some days ago to have the bot's moves preview back for everyone, isn't it ? (with a setting to hide it which is not available yet)
Wow i must have missed that. As far as I remember, the last decision was to show it to players with < 20 victories. Some asked for making it always available, some said they would never do.. but there has no further decision afair (whithout having checked it now, though ^^)
(But let's not mix those 2 subjects here pls)

chris wrote:
Strange that players feel confuse ? It's quite the same than the previous version of it (except the squares, I can keep only for new players and team mode if you like)
Well, probably because of the item bug.

chris wrote:
Of course the squares are easier to do than lines, I can do lines after if squares are a real problem. Those squares are semi transparent, so if multiple bots will cross the same cell, there would be a squares stack, I think it's worth a try for this simplist version for a first step.
Yeah, fine for the first tries :)


chris's picture
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The real-time team moves preview is done but I didn’t published it yet as it has to be tuned a little more to be usable. With more than 2 previews at the same time the game board would blink like a Christmas tree :D … very confusing. For now every teammate’s ghost shows fixed square dots for crossed cells and a blinking robot shape to destination (the same than preview for beginners) with the color of the bot.
But I think it has to be simplified. I suggest to show dots and robot preview each time an action is entered then fade it all out to transparency. To see the moves preview again you would have to hover over the top mini bots icons. Do you think it could be enough this way ?
enigma's picture
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looks good i htink this system will work.
dharokan's picture
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Hmm... I'm not sure if fading out previews would help enough on teamplay. But probably yes - worth a try, imho.

The ghost robot for showing the final destination is only needed after entering the last move or after validating (in case of incomplete sequences), right?

Could you use the real bots on the game as hover trigger for showing the moves, too? (Not only the minibots)
That would be more intuitive.

BTW: I thought about tiles crossed by multiple robots: Imho it would be easier to read if you would put smaller sqares of the pure colours next to each other. Or from 4 colours up, maybe 2x2 squares.
Anyway: Let's try with the current solution first, before you put more efforts to it...

/Dharo
chris's picture
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I just uploaded a new version with those last improvements for team games mode.

Now you can see the real-time programmed teammates moves fading out, and show it again when hovering robots top icons. It will be done also when hovering the bots themselves but with the limit of the usual "stack  issue" => if the bot you want to see is not on the top of the stack you'll have to use bot icons.

This version also includes friendly fire and bomb protection for teammates (not for the owner of the bomb), and more time per turn available in game settings.

Let me know if all this works (I couldn't test it all alone of course) and if there are improvements to do, about the squares or anything else. 
dharokan's picture
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chris wrote:
 and bomb protection for teammates (not for the owner of the bomb)
Haha good point. Nobody thought about that so far ;)

I'm eager to test it but until late afternoon i will be full of work


see ya