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CreepTD 1.1 Public Beta

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dcode

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Mothership
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Post 10.09.2012, 20:19

CreepTD 1.1 Public Beta

Hello everyone,

I just managed to set up a public beta server of the upcoming CreepTD 1.1 release. It contains the updated balancing, the new Survivor game mode and lots of fresh features.

On the beta server, no highscores, xp and skill will be saved.

Link: http://www.creeptd.com/play?release=beta

New features:
- Switched to the Restrospective Look & Feel
- Updated login, create game, options and create account screens
- Added update account screen
- Added mode images to waiting games
- Added 5th player slot (currently allowing AIs only)
- Added "The Big Combo" AI
- Changed server calculations to realtime
- Added latency compensation for slow connections
- Added custom theme support (not available in the web version)
- Rewrote the entire SoundAPI
- Added ambience music
- Updated sound effects
- Updated graphical tower effects
- Updated Survivor game mode to be based on investments
- Updated tower balancing

However, there is definitely a need to test things out first. Especially the new Survivor mode that's entirely based on investments (this is close to how a normal game works just without sending creeps) needs hints for the AI's playstyle on each map. To try this out there is a hidden command implemented that can be used to set the AI's income factor to a value between 0.0 and 2.0.

This is how it works:
1. Create a new Survivor game (hit the Create button)
2. Type into the chatbox: /df 0.5
3. Start the game

The /df command specifies the difficulty / income factor the AI will use in the game. A value of 0.0 means that the AI will receive no income at all (easiest) while a value of 1.0 means that the AI receives the normal income (like a player who does not need to build any towers at all) (idealistic). 2.0 means that the AI will receive double the income as normal (hardest, like if it were cheating). When playing the "The Big Combo" scenario a good df value for the map RICHTUNGSWECHSEL is 1.25 for example. Our task is now to find out some "good" df values for different maps with the goal of creating a "good" formula to set the df of every single map automatically.

Please keep in mind that this is a beta server and some things are not yet complete. Try it out if you like and leave me a comment about how you feel about the update so far :)

Cheers
dc
Think it, design it, build it, run it. That's what I do.

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Post 10.09.2012, 20:19

Re: CreepTD 1.1 Public Beta

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westfalen

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Post 10.09.2012, 20:54

Re: CreepTD 1.1 Public Beta

Really good Job`!!

Im proud of you. I like the new balancing (white splah is now my favorite tower to deff demeters and waves of speedy raiders). The new Sounds are awsome and ...

the survival mode is now EPIC. I can train with coopmap screen (df 1.05) like its a real game and Im the defender :D

Sorry 4 my bad english.
WEST
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Ximon

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Post 10.09.2012, 22:02

Re: CreepTD 1.1 Public Beta

Doesn't work with Firefox 15:0:1
but with IE
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C0re

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Post 10.09.2012, 22:23

Re: CreepTD 1.1 Public Beta

Firefox 17.0a2 works :D
Nice update dcode.
Vorallem der Sound is gut und die graphischen Veränderungen.
Lediglich den Button 'Geld' im Optionsmenü würd ich nochmal umbennen.
Ansonsten wär für den Survivor-Mod ein Hotkey für investieren hilfreich und eine Checkbox 'Am Ende einer Runde übrig gebliebene Credits automatisch in Income investieren'
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champk9

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Post 10.09.2012, 23:17

Re: CreepTD 1.1 Public Beta

Just too awesome :D
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dcode

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Post 10.09.2012, 23:39

Re: CreepTD 1.1 Public Beta

C0re wrote:Lediglich den Button 'Geld' im Optionsmenü würd ich nochmal umbennen.

Huch, ja das sind "Credits", wird falsch übersetzt ^^

C0re wrote:Ansonsten wär für den Survivor-Mod ein Hotkey für investieren hilfreich und eine Checkbox 'Am Ende einer Runde übrig gebliebene Credits automatisch in Income investieren'

Ja, habe die SPACE-Taste inzwischen dafür reserviert :)
Think it, design it, build it, run it. That's what I do.
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Orion20

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Post 10.09.2012, 23:43

Re: CreepTD 1.1 Public Beta

This is awesome, keep the good job on ! :D
<!> ---- Lord Orion ---- <!>
~ - ~ - ~ - ~ - ~ - ~ - ~ - ~
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dcode

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Post 11.09.2012, 02:20

Re: CreepTD 1.1 Public Beta

Just to inform you: I updated the "The Big Combo" AI to generate its income somewhat smarter. DF factors might have changed.
Think it, design it, build it, run it. That's what I do.
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dieJule

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Post 11.09.2012, 10:09

Re: CreepTD 1.1 Public Beta

Ich hoffe diese neue Survivor Variante wird als eigenständiger Modus ins Spiel integriert ("Survivor Pro" maybe) und ersetzt den bisherigen Survivor Modus nicht komplett. :roll:
... kann ja verstehen wenn viele den aktuellen langweilig finden, aber er ist sehr einsteigerfreundlich und neuen Spielern sehr leicht zu erklären. Der perfekte Einstieg ins Spiel.
Last edited by dieJule on 11.09.2012, 10:27, edited 1 time in total.
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krunx

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Post 11.09.2012, 10:24

Re: CreepTD 1.1 Public Beta

Was gefällt dir genau an dem neuen nicht?

Der alte Survivormodus erforert kein intelligentes Verteidigen!
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dieJule

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Post 11.09.2012, 10:57

Re: CreepTD 1.1 Public Beta

hab ich gesagt, dass er mir nicht gefällt? .. ansonsten s.o.

nicht jeder braucht hier so eine Hardcore Competition wie ihr Pro's :P


werd mich nach der Schule nochmal mehr damit beschäftigen.. konnte gestern nur 2 kurze Karten spielen und die waren sehr schnell vorbei weil die KI einfach schon vom start weg zu starke Creeps gesendet hat.

mfg Jule
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C0re

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Post 11.09.2012, 11:10

Re: CreepTD 1.1 Public Beta

Also ich hab gestern auf angel mit the big combo gespielt, und das war gar keine herausforderung. Bis runde 100 hat ein weißer speed gereicht und als ich dann noch rockets und ultis ausgebaut habe ging es bis runde 300 oder 400 irgendwas, hab dann aufgehört...
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krunx

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Post 11.09.2012, 13:13

Re: CreepTD 1.1 Public Beta

Du musst den Einkommensfaktor auch anpassen! Stell den mal >1... dann will ich mal sehen, wie weit du kommst!
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dcode

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Post 11.09.2012, 15:11

Re: CreepTD 1.1 Public Beta

dieJule wrote:hab ich gesagt, dass er mir nicht gefällt? .. ansonsten s.o.

nicht jeder braucht hier so eine Hardcore Competition wie ihr Pro's :P


werd mich nach der Schule nochmal mehr damit beschäftigen.. konnte gestern nur 2 kurze Karten spielen und die waren sehr schnell vorbei weil die KI einfach schon vom start weg zu starke Creeps gesendet hat.

mfg Jule

Da hast du schon Recht. Mein Ziel ist, dass das "The Invaders"-Szenario eher chillig und das "The Big Combo"-Szenario eher herausfordernd sein wird. Allerdings ist das Income irgendwie der Kern bzw. der rote Faden von CreepTD (das macht es so anders), so dass ich das gerne auch im Survivor zum Standard deklarieren würde. Der alte Survivor war mir schlicht zu weit vom eigentlichen Spielprinzip entfernt, da hat man überhaupt nichts für ein normales AVA o.Ä. gelernt.
Think it, design it, build it, run it. That's what I do.
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dcode

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Post 11.09.2012, 16:54

Re: CreepTD 1.1 Public Beta

If you are interested in the possible math behind the DF factor calculation, take a look: viewtopic.php?f=3&t=1318
Think it, design it, build it, run it. That's what I do.
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dcode

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Post 11.09.2012, 21:55

Re: CreepTD 1.1 Public Beta

With 1.1 beta 3 the DF setting has changed! It's now located on the left side as a configurable slider and it's no longer required to use the /df command. A value of 100% means that the AI has ideal income (previously /df 1.0), a value of 200% means that the AI has double the ideal income (previously /df 2.0).

Some maps already have some "Ranking" values set for these. This means if you select SPEEDVECTOR, FLYINGORB or RICHTUNGSWECHSEL, the slider will automatically adjust to match to the "Ranking" value. Only when playing with this ranking value, highscores will be recorded later on! Because of this our task is still to find some "good" values for different maps :)
Think it, design it, build it, run it. That's what I do.
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dcode

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Post 13.09.2012, 14:47

Re: CreepTD 1.1 Public Beta

I am currently thinking about the 5th player slot. Imho the two different AIs make up a quite good selection and I am not sure if enabling it for a human player will be a good idea. With a player there will always be the problem that the game is over when this player leaves the game. Maybe I'm wrong on that, but I think that the AIs do a quite good job and that a human player would be somewhat bored when just sending creeps. Wdyt?
Think it, design it, build it, run it. That's what I do.
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indeX

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Post 13.09.2012, 17:06

Re: CreepTD 1.1 Public Beta

Add 5th player slot, i think! :D
Vorsprung durch Technik :p
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dcode

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Post 13.09.2012, 22:04

Re: CreepTD 1.1 Public Beta

1.1 b6:
- Changed tower speed description from the previous speed string to exact cooldown in seconds (2 decimal places)
- Added tower upgrade tooltip showing the exact change of damage, range and cooldown
- Updated building/upgrading etc. animations to something more decent
- Limited AI difficulty to 50% min. and 150% max. with a specific value been preset per map for obtaining highscores
- Improved ideal income calculation of the AI to take the initial 400 credits/200 income into account (better for starting off)
- Buffed damage of Tesla Towers a bit on levels 1, 2 and 3 / nerfed range of Cannon Towers on all levels
Think it, design it, build it, run it. That's what I do.
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dcode

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Post 14.09.2012, 03:47

Re: CreepTD 1.1 Public Beta

1.1 b7:
- Updated the "The Big Combo" AI to include even more combos and to play accordingly to the actual map length
Attachments
TheBigCombo.js
(30.62 KiB) Downloaded 335 times
Think it, design it, build it, run it. That's what I do.
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