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#31 |
![]() Join Date: Jan 2010
Reputation: 0
Posts: 143
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Ugh! I say "no way"! This is very remincent of Puzzle Quest...a great idea, fun gameplay, marred by cheating AI.
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#32 | |
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Iridium Studios
Join Date: Oct 2011
Reputation: 108
Posts: 532
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Quote:
The arrows that stream down are completely random (though their general density is determined by a number programmed specifically for each enemy). I can copy and paste the relevant code, if you want. |
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#33 | |
![]() Join Date: Jan 2010
Reputation: 0
Posts: 143
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Quote:
P.S. Would love to see the code...what's it written in? Last edited by g051051: 02-27-2012 at 09:35 AM. |
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#34 | |
![]() Join Date: May 2011
Reputation: 243
Posts: 1,192
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Quote:
It's difficult at first but you usually get the "feel" of how the enemy attacks and when to defend and when to cast. Likewise sometimes you have to take the 3-7 arrow hit in order to get off one of your hard hitting spells/chains. I never played any rythem game, but I didn't have to much trouble. I disagree with your assesment of the "AI" being like Puzzle Quest...trust me, Puzzle Quest is super cheating, but Sequence is pretty straight forward once you learn the enemies "flow". |
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#35 | |
![]() Join Date: Jan 2010
Reputation: 0
Posts: 143
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I didn't see that behavior. I saw that every time, without fail, that I'd trigger a spell, the "AI" would dump gems at the same time. If I waited, it would take ages before dropping any gems, and would immediately drop more when I switched to spells.
The Puzzle Quest guys always claimed their AI was fair, too. Quote:
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#36 | |
![]() Join Date: May 2011
Reputation: 243
Posts: 1,192
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Quote:
I don't really have much more advice to give you. The bosses are tough though, they have a habit of pausing and "waiting" for you to trigger a spell then attack. Have you been synthing the limiters? I know some floors have the guardian's ability make things go faster/attack faster. |
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#37 |
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Iridium Studios
Join Date: Oct 2011
Reputation: 108
Posts: 532
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C# with XNA.
Code:
int i, defSeq;
Random rand = new Random();
int[] x;
if (rand.Next(1000) < gapPercentage)
{
x = subSeqs[subSeqs.Length - 5 + (int)MathHelper.Clamp(enemies[currentEnemy].gapLength[difficulty] / 20 + (float)(3.0 * rand.NextDouble()) - 1, 0, 4)];
gapPercentage -= 10 * x.Length;
}
else
{
x = subSeqs[(int)MathHelper.Clamp(enemies[currentEnemy].stepDifficulty[difficulty] + rand.Next(40) - 20, 0, subSeqs.Length - 5)];
gapPercentage += enemies[currentEnemy].gapFrequency[difficulty] * x.Length;
}
- This code is called on every "beat" of the music (according to a stored BPM value) - gapPercentage is a number from 1 to 1000. The higher it is, the more likely that the first code block (which inserts "gaps" of no arrows) will execute. This value decreases steadily every beat that no actual arrows are inserted. - If the second code block executes, arrows are inserted (depending on arrow step pattern difficulty, saved as the array stepDifficulty and indexed by the player's saved difficulty level), and gapPercentage is reset according to a programmed value gapFrequency. The higher this number is, the higher gapPercentage will be, thus creating more time between arrow insertions. Let me know if you have any questions. This is DIRECTLY copied and pasted from the source code. As you can see, it does not in any way reference player input or values from the offensive/mana fields. Last edited by IridiumStudios: 02-28-2012 at 03:43 AM. |
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#38 | |
![]() Join Date: Jan 2010
Reputation: 0
Posts: 143
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You guys certainly get full props from me for customer service...unheard of for devs to respond on a forum with real source code.
I retract my accusations about cheating AI. I don't have an explanation based on this snippet. All I can tell you is what I observed, and that's consistent behavior that looked like "cheating". I understand that it's not "cheating", but it seemed so deliberate that I simply couldn't imagine it as being bad luck/accidental. Quote:
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#39 |
![]() Join Date: Jan 2010
Reputation: 0
Posts: 143
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Well, just tried it again, and got my behind handed to me again, in the exact same way. Long stretches of no attacks, followed by a rain of gems as soon as I trigger a spell and switch. I just don't see how it could be luck...and this is still in the first area after the tutorial!
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#40 |
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Iridium Studios
Join Date: Oct 2011
Reputation: 108
Posts: 532
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I think what's happening is that you're waiting for a natural break in the arrows to cast your spell, which is logical. But remember, all arrows are "inserted" above the visible fields, so by the time you see the gap, the gapPercentage is already pretty low.
So, by the time your spell comes down, the gap is already over and you feel like your spells are always overlapping with the enemy's. In this way the game rewards multitasking: try to cast your spell during an enemy sequence, or if you see a gap coming up. Hopefully, your spell will land right in the negative space. |
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#41 | |
![]() Join Date: Jan 2010
Reputation: 0
Posts: 143
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I think I get what you're saying, and it seems counterintuitive. I'll try that strategy and see what happens.
Quote:
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#42 |
![]() Join Date: Dec 2011
Reputation: 2
Posts: 42
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Seriously, providing the actual code is an unusually powerful gesture, and ultimately more than these complaints deserve.
I am always really interested in this behind-the-scenes stuff, though. The guy from Coldbeam talked a lot about the "pressure levels" that inform the procedural content in Beat Hazard. The guy from Puppygames talked rather precisely about the systems that underlie creep movement calculations in Revenge of the Titans. Now we've got some understanding of the processes governing beats in Sequence. I understand that from a competitive aspect you don't want to reveal too much about how the sausage is made. But opening up dialogues about design like this is really helpful for games on the whole, I think. As a consumer it's easy to overlook some aspect of the design that I imagine, as developers, you are very proud of. Exchanges like this give it a chance to shine. |
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#43 |
![]() Join Date: Feb 2009
Reputation: 1045
Posts: 3,403
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Late to the party, but I figure I'll post this for any future prospective players.
Just beat the game and loved every second of it. -Great Soundtrack (Which I must now go find) -Great Gameplay (Depends on the person, I like rhythm games.) -Great Humor (Seriously, I love getting new items just to read the descriptions.) -Great Characters (Bosses were Genius) -Great Visuals (Love the artstyle, love the art.) Not to mention it's a steal at five bucks. Store page isn't lying, I got 10ish hours out of the campaign which is fantastic for a game this inexpensive. |
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#44 | |
![]() Join Date: Nov 2009
Reputation: 19
Posts: 236
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Quote:
...I'll just quote it an be on my way :P (absolutely awesome game Iridium! loved it to bits )
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