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dbh

NEW VERSION: Curator Defense v1.3

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UPDATE: Version 1.3 Now Available

Curator Defense is now at version 1.3. Primarily a bug-fix release, this is the version I anticipate submitting to the IGF this weekend for their Student Showcase competition. Changes can be found in the readme.txt (viewable from the downloads page and the shortcut folder once installed). Here is a screenshot of the game in action in case you haven't seen it yet: Curator Defense Screenshot -dbh [Edited by - dbh on November 11, 2005 2:31:32 PM]

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I just played yesterday an hour Curator Defence (1.0)
It's fun!
The only thing bothering me is the poor sfx, I usally just turn the sound off...
Great work! hoping to see more towers and units!

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Thanks for the comments, keep 'em coming :)

I am mostly trying to track down the last remaining bugs at this point; I'm short on time for submission :) If the game crashes for you, please be sure and post as much information about it as possible.

Also, make sure you run Account Creator before playing to setup an account so that your high scores and statistics are submitted :)

-dbh

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I tried to create an account and got this error messege:

---------------------------
Account Creator.exe - Unable To Locate Component
---------------------------
This application has failed to start because MFC71.DLL was not found. Re-installing the application may fix this problem.
---------------------------
OK
---------------------------



I dont have VS.NET on my pc, this mean I should suffer? :-D

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Ilankt: Ack, thanks for catching that! I rebuilt Account Creator from scratch for version 1.1, and I apparently built it statically, requiring the user to have the MFC DLL on hand :( I'll rebuild it and release AC1.2 with the next release-- which should be in a few days. I'm awfully sorry about that, I should have thought of it myself.

Toadhead: Yes, the in-game GUI, the website, and all other artwork is my own. I'm glad you like it!

-dbh

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Just beat the easy mode finally!

In previous games, I didn't even notice the upgrade menu in the lower left. No wonder I had such a hard time on easy!

here is my end game setup (spoilers for those who didn't beat it):
my setup

I didn't use the spiked banisters since the damage is miniscule (maybe this assumption is wrong) and wanted to save up for splash turrets. I am now convinced that splash turrets are powerful, especially when upgraded. Their blast radius is much larger than I thought it was.

However, I think the statue is underpowered: it has several waves for cooldown. Setting up 3 slow signs costs just as much as an upgraded statue, and probably just as effective when activated in succession.

A suggestion:
I think that the later levels should be a mix of enemy types, instead of just a single enemy type per level. For example, maybe throw in some ghosted enemies along with regular enemies, 'cause right now you know which levels you need the ghost detector for.

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Congratulations on conquering Easy, Xaver! The name of that difficulty is really a misnomer; beating easy is quite an accomplishment. Medium and Hard are both beatable-- but they require veteran experience to even have a chance.

Let me see if I can respond to some of your balance thoughts, and we'll see where we land.

Quote:
I didn't use the spiked banisters since the damage is miniscule (maybe this assumption is wrong) and wanted to save up for splash turrets. I am now convinced that splash turrets are powerful, especially when upgraded. Their blast radius is much larger than I thought it was.


Response: Sharp Banisters are actually quite good if upgraded. There are several folks from one of the slightly older betas (but recent enough such that the content and balance is very similar) that had their primary setup revolve almost entirely around Sharp Banisters. The key is upgrading them-- they become a real powerhouse helper when upgraded. The alternative to Sharp Banisters, however, is Splash Turrets-- which I'm glad you have found useful!

Quote:
However, I think the statue is underpowered: it has several waves for cooldown. Setting up 3 slow signs costs just as much as an upgraded statue, and probably just as effective when activated in succession.


Venus Statues are actually *EXTREMELY* powerful, and I will say that they are the key to beating the harder modes and lasting long in NonStop mode (in my opinion). Yes, they are extremely expensive at first (because yes, as you pointed out, you *have* to upgrade them for them to be of much help due to the cooldown). I don't want to ruin any strategies here, but I will say that the key to effectively using Venus Statues lies in numbers :) Buying one with the upgrade (150 total cost) doesn't help much. Buy 3 or 4, however, for 250-300 total cost, and you just bought yourself 15-20 seconds *EACH WAVE* where the enemies are completely unable to move.

Quote:

A suggestion:
I think that the later levels should be a mix of enemy types, instead of just a single enemy type per level. For example, maybe throw in some ghosted enemies along with regular enemies, 'cause right now you know which levels you need the ghost detector for.


I love that suggestion; it's too late for me to implement it in this series of releases, but after the GDC I may seriously consider this change. Perhaps even "randomized" waves which consist of completely random enemies within a certain range.

Again, congratulations on completing Easy, Xaver! I haven't seen a unique setup like yours yet! Very original :)

-dbh

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The game looks very interesting.

I downloaded it and tried to instal it.
Despite the instructions it didn't seem to be working.

I'll keep an eye on your development here and whenever the bugs are fixed
will try again.

Very professional job.
All the best

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Just for kicks, here is a picture of my NonStop Hiscore. You can see I found some uses for splash turrets and venus statues. [grin]

Thanks for fixing lots of things I complained about BTW [SMILE]
Looking forward to a version 1.2 that fixes the crashes and the aiming bug. Maybe me beating medium will become feasible then. [help]

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Yeah, 1.2 should be out later today. I can't promise anything for the aiming problems at low FPS... but the crashes you had *should* be fixed!

Your setup is nice! You still hold the record :)

-dbh

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I need some discussion on how the high scores are currently being sorted for Easy->Hard difficulty.

If you have a moment, could you hop here:

http://www.davidbhowe.net/cdforum/viewtopic.php?p=72#72

and post your thoughts. I'm seriously debating whether or not the lives you have remaining should be considered when ranking you on the high score board.

Thanks!
-dbh

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Completed medium difficulty also now (just barely!)

I have tried the sharp banister (upgraded) setup and it works pretty well, though my overall damage was lacking on the last level like before.

Dunno if I'm actually gonna get far in hard mode though.

Here was my setup at the end:
Setup for normal mode

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Looks good! You knocked my score off the top for Medium ;) Well done!

I leaked quite a few on the last wave as well... I was saving a bunch of extra museum bucks there at the last part to try and get extra points, and I ended up spending every penny I had left trying to take out as many White on Whites as possible :x

Hard is considerably more difficult than Easy and Medium, and because each wave has a boss, you really have to think differently. Your standard setups don't fare as well-- there is a trick to doing Hard :) I think it is the most fun of the three difficulties though, and it always has me on the edge of my seat.

Congratulations on your NonStop score too-- you currently have first in that category as well, Xaver :)

-dbh

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Ahh!!!
Stupid White on White level!
bah, I cant even beat easy, but I made it to last level :-D
here is my setup (I actually took another better picture in last level, with additional structures, but it wasn't on the screenshot directory :-()
Setup
It's quite good setup, mass splash tower + mass power towers rock!

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Very fun! Made it through nonstop mode for about 22 minutes and beat easy mode. The only annoying issue is when you select something to build, but then the incoming message pops up forcing to have to reclick the build button. Also, I managed to build a railing in the middle of the grid somehow.



I think it happened when the game paused for a split second.

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Hmm interesting, Elliot. I have yet to see that one, thanks for posting! I'll see if I can isolate it... looks... weird :)

Cool setup, Ilankt-- it looks like you *almost* beat it, so that's good! I agree, powers + splash is killer damage :) Nothing like watching the enemies get utterly destroyed :D

-dbh

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this game reminds me of the warcraft 3 tower defence maps, this is so much fun, i got rank 9 in the high scores for non-stop mode.

do you think you will make an online multiplayer mode? where 2 museums combat eachother? you spawn artowrk to take over there museum and defend from artwork they send to you, that would be really fun!

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Actually, a mode very similar to what you described WAS in the design for Curator Defense. Unfortunately, I ran out of time to add networking features (it isn't hard, and the game's structure is left open-ended enough that it could be added later). Perhaps if I find the time first quarter 2006 I'll throw in a multiplayer feature... you're right, it would be a ton of fun!

Congrats on the rank in NonStop mode! I'm glad you like the game, Zmurf :)

-dbh

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Cool! Goodluck on #1; Wayward currently still holds his spot for #1 on Nonstop... I have to tell you, he spent weeks perfecting that strategy! It's a beatable score though, so keep trying =)

As for this style of game... it's actually incredibly fun to develop this type of game. It takes all of the fun parts of RTS development (pathfinding, building, enemy/building interaction, etc.) yet leaves some of the more complex parts of an RTS out (enemy AI, for one).

-dbh

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