Kingdom Rush: Chronicles

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Re: Kingdom Rush: Chronicles

by tiger_deF » Wed Sep 16, 2015 1:51 am

Fantastic artistic map skills, and well laid out enemies and towers. I have a few questions;
Do you know when the next level is coming out?
Also how come the dps of the bolas launcher is so low?
Keep up the good work :D
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Re: Kingdom Rush: Chronicles

by RaZoR LeAf » Wed Sep 16, 2015 9:05 pm

tiger_deF wrote:Fantastic artistic map skills, and well laid out enemies and towers. I have a few questions;
Do you know when the next level is coming out?
Also how come the dps of the bolas launcher is so low?
Keep up the good work :D


Next Level: Soon, but I can't say for certain. I still have to work out the details for the Barracks Tower I'm adding, and the details for the enemies. The hardest part, the level design, is complete, so it's really just the towers that are holding it back.

DPS: Balance!! I have issues with it.

Good Work: Keeping it up!
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Re: Kingdom Rush: Chronicles

by Ninja » Wed Sep 16, 2015 9:09 pm

RaZoR LeAf wrote:
tiger_deF wrote:Fantastic artistic map skills, and well laid out enemies and towers. I have a few questions;
Do you know when the next level is coming out?
Also how come the dps of the bolas launcher is so low?
Keep up the good work :D


Next Level: Soon, but I can't say for certain. I still have to work out the details for the Barracks Tower I'm adding, and the details for the enemies. The hardest part, the level design, is complete, so it's really just the towers that are holding it back.

DPS: Balance!! I have issues with it.

Good Work: Keeping it up!


Actually,I believe tiger_def is wrong.
The Boleadoras DPS is actually quite balanced. :)
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Re: Kingdom Rush: Chronicles

by RZRider » Sat Sep 19, 2015 9:13 pm

How did you make those fantastic maps?
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Re: Kingdom Rush: Chronicles

by RaZoR LeAf » Sat Sep 19, 2015 10:30 pm

RZRider wrote:How did you make those fantastic maps?


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Re: Kingdom Rush: Chronicles

by RZRider » Sat Sep 19, 2015 11:03 pm

Seriously,how dis you do it. It looks like some sort of programming language and it is definitely not by hand. If I am correct what type of language is it?
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Re: Kingdom Rush: Chronicles

by RaZoR LeAf » Sat Sep 19, 2015 11:11 pm

RZRider wrote:Seriously,how dis you do it. It looks like some sort of programming language and it is definitely not by hand. If I am correct what type of language is it?


It's photoshop. By hand. Nothing special. I can demonstrate later tomorrow (or today, it's past midnight here).
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Re: Kingdom Rush: Chronicles

by RZRider » Sat Sep 19, 2015 11:44 pm

Wow. It looks phenomenal.
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Re: Kingdom Rush: Chronicles

by RaZoR LeAf » Sun Sep 20, 2015 10:59 pm

Level Five - Rygost's Bridge now updated. Finally finished the Barracks Tower, I really hope it balances out ok. It focuses more on defence and stalling whereas the second Barracks tower will be more attack based. Hopefully its skills will make it useful in the long run instead of cast aside like the Bladesinger Tower.

And yes, I reused Razelint's avatar instead of remaking a new dwarf statue. I really couldn't be bothered to make a new one just for the level layout.

Bonus Trivia for you: 'Rygost' is made to sound like 'Bifrost', the name of the rainbow bridge in Norse Mythology. We will see more of Rygost in the.. future? :?
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Re: Kingdom Rush: Chronicles

by Ninja » Mon Sep 21, 2015 6:25 pm

Love the new barracks tower. :) (But what are the HP and Respawn Time of the tower? :? )

Epic world map,it is totally awesome. :D

The 2nd new snake(too lazy to try to remember its' name :P ) is the coolest enemy
I've seen so far.(But,the King Cobra is pretty cool too.) :)

I like the level award(Rygost's Hammer),but its' debuff seems to make the entire
thing almost detrimental ,instead of helpful. ;)

The level map is pretty cool too. :)

Awesome level,keep up the good work. :D
Last edited by Ninja on Wed Sep 23, 2015 12:53 am, edited 1 time in total.
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Re: Kingdom Rush: Chronicles

by Big Bad Bug » Tue Sep 22, 2015 12:02 am

Increased attack but decreased DPS by the same amount total to 0% improvement.

I really like the barracks tower. Every skill is good, but the outstanding Hand Mines are especially good; one of the best abilities for a barracks tower, compared to the very similar Wrath of the Forest upgrade that the Rangers Hideout has. :) The tower is missing the build cost and unit HP, though. If this quantity is undecided, I can help with balancing. :D

Both snake enemies are cool, and the King Cobra directing tower fire to it is especially dangerous for players due to none of the towers possessing instant kills yet. The Dysecdysis snake is a more unique enemy thanks to that power. Does the shed skin change in HP based on the difficulty?
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Re: Kingdom Rush: Chronicles

by RaZoR LeAf » Fri Sep 25, 2015 4:23 pm

Level Six - The Long Way Down is now posted.

I will address all your comments and concerns shortly.
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Re: Kingdom Rush: Chronicles

by Staticbog » Mon Sep 28, 2015 3:05 am

This was so exciting I opened a dance club
:yey: :yey: :yey: :yey: :yey: :yey: Congrats your dancing leveled up :hero: now kill the boss :veznan: :yey: :yey: :yey: :yey: :yey: :yey: Later = :skull: you beat the game :!: you earned :star: :star: :star:
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Re: Kingdom Rush: Chronicles

by RaZoR LeAf » Mon Sep 28, 2015 5:54 am

Please leave proper feedback or no feedback. A bunch of smilies is meaningless and I'd rather not see it at all.
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Re: Kingdom Rush: Chronicles

by Ninja » Mon Sep 28, 2015 8:35 pm

OK,first off,you lose this level instantly
because of the Sand Squid.It can't be hit
by ranged towers because it burrows,and
it doesn't come out of the ground to fight
because it virtually instakills units with
its' attack.For this reason,they will always
get through your defense to take off a life
because they can't be killed by towers. ;)

I like the RAMREX tower a lot. :D
My only problem with it is Bad-a boom.
That upgrade is just really boring in my
opinion.Also,I don't see why Bad-a boom
costs so much either,it seems rather use-
less to buy anyway,considering its' low
level of usefulness.(I mean,a 30% attack
boost total for 850 GP total!Huh? :? )

The enemies are pretty cool,but I don't
see why it says that the Budoodle takes
one life.It can't move,so it'll never make
it through.So,how many lives it would take
if it did move is rather useless information. ;)

Fafnir is really cool and I don't see anything
wrong with him.Great job on him! :D

P.S.I think it's a really cool idea to have
enemies that don't belong to a specific
location.Good idea! :)
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Re: Kingdom Rush: Chronicles

by RaZoR LeAf » Mon Sep 28, 2015 10:08 pm

Ninja wrote:OK,first off,you lose this level instantly
because of the Sand Squid.It can't be hit
by ranged towers because it burrows,and
it doesn't come out of the ground to fight
because it virtually instakills units with
its' attack.For this reason,they will always
get through your defense to take off a life
because they can't be killed by towers. ;)


RAMREX' X-Cavate will push them above the ground, as will Hand Mine. But you're right, I will swap out their attack for something else, and put brain eating on a different enemy later on.

I like the RAMREX tower a lot. :D
My only problem with it is Bad-a boom.
That upgrade is just really boring in my
opinion.Also,I don't see why Bad-a boom
costs so much either,it seems rather use-
less to buy anyway,considering its' low
level of usefulness.(I mean,a 30% attack
boost total for 850 GP total!Huh? :? )


It's an additional 30%. So if you've paid for the 10 and 20 (30), you then get a 60% boost in total. That's why it costs. Basic tower damage goes up to 88-176.

The enemies are pretty cool,but I don't
see why it says that the Budoodle takes
one life.It can't move,so it'll never make
it through.So,how many lives it would take
if it did move is rather useless information. ;)


Left over data from the original enemy, just an error.

Fafnir is really cool and I don't see anything
wrong with him.Great job on him! :D

P.S.I think it's a really cool idea to have
enemies that don't belong to a specific
location.Good idea! :)


It's not really my idea, there are enemies that go across all levels in the games. Wulfs and Wargs, Wasps, Sword Spiders, etc. They may appear in one group, but they're spread across the game.
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Re: Kingdom Rush: Chronicles

by RaZoR LeAf » Mon Sep 28, 2015 10:13 pm

That reminds me, level design process as promised:

Step One - Ideas
This is one of the first levels I had planned in my head, not the design of it, but the basic idea. A winding path down the side of the mountain to the base. It needs to be complex enough that it's a bit of a challenge, but as it will also need a boss, the path needs to be long enough to allow it some time to be attacked. Look at the path size for Nazeru or Juggernaut, it's pretty big they go through most of the level but there are also several entrances.

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So first off, the background colour goes on and I sketch in roughly what I want for the paths. Arrows added just for an indication of where things will be walking.

Image

Once I'm happy, the paths get fleshed out and coloured up correctly.

Step Two - Details

Before I actually add any of the icons, I just sketch in where things are going to go. I add a bit of the details of the level scenery and pick Strategic Points.

Image

You'll see the coloured E's for the entrances. Red is a main entrance, waves will always come from these points. Yellow is a hidden entrance, waves will come from here later on, but at the start of the level it's hidden, either the cave is closed, or there are rocks, plants, etc blocking it. Blue is for a spawn point. Enemies will spawn from here, but they won't be listed as part of the incoming waves. So we have a total of five entrances and two spawn points, all heading for one exit.

Step Three - Aesthetics

Now we're really just on the bit I call 'Make it Pretty'.

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I've added in the cave and rocks that I sketched in previously, plus the strategic points.

Image

A lot more detail in this one. More rocks, plant life, and shading on the floor.

Image

Last but not least, the final product. ~Wave and exit icons are added in, and an ominous poisonous cloud is added to the cave entrance. Originally it was going to be a cave of gold, but the details changed in my head. The poisonous cloud is of course related to the boss, and that cloud comes out as the hidden cave entrance dissolves.
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Re: Kingdom Rush: Chronicles

by Ninja » Mon Sep 28, 2015 10:16 pm

@RaZoR LeAf
Oh,OK,I guess it makes sense that Bad-A-Boom
costs that much then.
(I thought that each upgrade tier replaced the last
one. :oops: )
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Re: Kingdom Rush: Chronicles

by AerisDraco » Sat Dec 26, 2015 9:44 am

Hey RaZoR, don't forget your nonexistent obligations.
KRA is now complete.
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Re: Kingdom Rush: Chronicles

by RaZoR LeAf » Sat Dec 26, 2015 4:53 pm

AerisDraco wrote:Hey RaZoR, don't forget your nonexistent obligations.


I haven't. I have the next two levels designed, but I'm still building a new tower, hero and enemies. I should have something new soon.
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