Kingdom Rush: Chronicles

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Re: Kingdom Rush: Chronicles

by RaZoR LeAf » Sun Mar 27, 2016 1:01 pm

Ruby_Hex wrote:This is really...really good. I'm kinda envious now! Curses! :x
However, one thing I can't help but notice is that it seems that the Snake enemies sorta' steal the show...
What I mean by this is that eleven Snake enemies exist, compared to Origins which has only four Gnoll enemies plus a miniboss and boss. Normally their is more diversity in the enemy types, but this is a small nitpick as all of the snake enemies themselves are very cool, at least in my opinion. I could understand more if they were later enemies, similar to the Twilight elves, Savages or Saurians who have a ton of varying troops, but they are only the first breed of enemy type to appear which typically limit themselves to one theme, weather it be desert (KRF), forest (KRO) or classic fantasy villains (KR). Once again, this is very minor, and well done. :mrgreen:


You raise a good point. Allow me to explain. I have 11 snakes that feature in the first group of levels (not counting the boss or boss spawn). However, they are the ONLY type of enemy that appears, as they have all spawned from within the mountain and are flooding outwards from the centre. There are no other threats inside the mountain except for the serpents. So compared to Goblins or Gnolls, there are more serpents, but compared to the total amount of enemies that appear in the Grasslands of KR (14) or the forests of KRO (8) they are about equal.
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Re: Kingdom Rush: Chronicles

by Ruby_Hex » Sat Apr 09, 2016 4:59 pm

That makes a lot of sense. :)
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Re: Kingdom Rush: Chronicles

by Ook ook » Thu Apr 14, 2016 12:33 am

Your level map design is sooooooo amazing! how long does it take you to draw each one?
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Re: Kingdom Rush: Chronicles

by RaZoR LeAf » Thu Apr 14, 2016 10:29 am

Ook ook wrote:Your level map design is sooooooo amazing! how long does it take you to draw each one?


If you read all if the thread you will find your answers plus more. Im not in the habit of repeating things I've already answered.

In related news: New level soon...
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Re: Kingdom Rush: Chronicles

by AerisDraco » Thu Apr 14, 2016 10:35 am

HYPEHYPEHYPEHYPEHYPEHYPEHYPEHYPEHYPEHYPEHYPEHYPEHYPEHYPEHYPEHYPEHYPEHYPEHYPEHYPE
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Re: Kingdom Rush: Chronicles

by Ook ook » Thu Apr 14, 2016 2:38 pm

RaZoR LeAf wrote:
Ook ook wrote:Your level map design is sooooooo amazing! how long does it take you to draw each one?


If you read all if the thread you will find your answers plus more. Im not in the habit of repeating things I've already answered.

In related news: New level soon...

Sorry for asking and I'm excited for the next level also!
Long live the tats... Oh and pencil!
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Re: Kingdom Rush: Chronicles

by RaZoR LeAf » Sat Sep 10, 2016 12:25 pm

[+] SPOILER
http://i68.tinypic.com/2ih2fir.jpg


Unreleased enemy sketches! Look at your own risk!

Plus news!
I'm going home from hospital on Monday so will be able to update the new level soon!
New enemies!
New archer tower (designed under pain killer influence!)
New barracks tower!
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Re: Kingdom Rush: Chronicles

by AerisDraco » Sun Sep 11, 2016 2:54 am

RaZoR LeAf wrote:New archer tower (designed under pain killer influence!)


I'm ready for this.
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Re: Kingdom Rush: Chronicles

by Ruby_Hex » Sun Sep 11, 2016 11:31 pm

Question: Are the Hawcara perhaps based off of or a nod to the Aarakocra from D&D? After all, they are humanoid bird creatures and they have a similar name. (Sort of...)
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Re: Kingdom Rush: Chronicles

by Ninja » Mon Sep 12, 2016 12:18 am

HYPE! :yey:
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Re: Kingdom Rush: Chronicles

by RaZoR LeAf » Mon Sep 12, 2016 8:45 am

Ruby_Hex wrote:Question: Are the Hawcara perhaps based off of or a nod to the Aarakocra from D&D? After all, they are humanoid bird creatures and they have a similar name. (Sort of...)


I've never played D&D so nope. They're actually based on a character from the Star Wars novels called Vergere who is bird like and there's a bit of Rito from Zelda thrown in too. The name I made by throwing two bird names together, Hawk and Carion.
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Re: Kingdom Rush: Chronicles

by Ruby_Hex » Tue Sep 13, 2016 12:03 am

Okay, cool. The first thing that I noticed was the similar name.
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Re: Kingdom Rush: Chronicles

by RaZoR LeAf » Sun Sep 18, 2016 12:48 pm

Small update whilst I work on my new Barracks tower and balancing my enemies. I've added some more Game Mechanics.

Namely:
  • Complete list of Star Upgrades
  • Named Harvest Produce
  • Unit names
  • A few more Achievements

I also hope to add some more Armour details soon, which as I said it would, has gone under a big redo since I last posted about it. The next level has been renamed Beachhead Basin, as oppose to Beachhead Berm as suggested on the map.
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Re: Kingdom Rush: Chronicles

by AerisDraco » Sun Sep 18, 2016 4:31 pm

I see that the new barracks is called the Raijun Brotherhood. Sounds cool.

Anyway, upgrade critiques:
-Why is "Arts" spelled with an e? Is this a British thing I'm not aware of?
-How do Pickpocket and the Confusion effect work?
-I don't think the second artillery upgrade has a name.
-Dwarfweiser is spelled wrong; but more importantly, a 10 second cooldown minus 10 seconds equals infinite reinforcements.
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Re: Kingdom Rush: Chronicles

by RaZoR LeAf » Sun Sep 18, 2016 8:07 pm

AerisDraco wrote:I see that the new barracks is called the Raijun Brotherhood. Sounds cool.

Anyway, upgrade critiques:
-Why is "Arts" spelled with an e? Is this a British thing I'm not aware of?
-How do Pickpocket and the Confusion effect work?
-I don't think the second artillery upgrade has a name.
-Dwarfweiser is spelled wrong; but more importantly, a 10 second cooldown minus 10 seconds equals infinite reinforcements.


Spoilers! Didn't realise that I'd left that in. Oh well.
Artes is Latin. It means arts, but looks medieval.
Pickpocket; if an enemy rewards 100 gold (for example), then units attacking it have a 10% chance to steal 25 gold from it, but only once.
Confusion; new mechanic (which will get explained better) that causes enemies to turn around and move back up the path for about five seconds.
It doesn't, I'll fix that later.
Weird, I copied it from the wiki. I'll fix the timing too, I think I've just typed 10 too many times.
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Re: Kingdom Rush: Chronicles

by valcedon » Thu Sep 22, 2016 11:05 pm

That's an amazing concept!
P.S how did you insert images into your topic? :)
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Re: Kingdom Rush: Chronicles

by RaZoR LeAf » Fri Nov 11, 2016 4:29 pm

Hey all, I.. holy crap is... is that Level Eight?


I think it is!!
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Re: Kingdom Rush: Chronicles

by Minuet » Fri Nov 11, 2016 6:39 pm

Wow this is awesome.

Raijun Scale and Fraternity are pretty cool abilities as well, I like how there's a dynamic to the barrack having two soldiers instead of just being marginally stronger but otherwise having similar skills.
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Re: Kingdom Rush: Chronicles

by AerisDraco » Sat Nov 12, 2016 1:54 am

AW YEAH
THAT'S THE STUFF
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Re: Kingdom Rush: Chronicles

by The Kingmaker » Sat Nov 12, 2016 10:10 pm

I have serious Fan Fiction envy right now.

The level itself seems cool, but the outstanding new enemies and barracks tower are a wonder to behold and just seeing them on paper not only lets me imagine them in-game, but also has my own ideas for my own enemies and towers coagulating before my eyes.

To begin with, an excellent concept for the barracks tower, executed very well, however I may argue that, while a different affect of a passive ability, the second ability is a little lacklustre, and without a way to up their (admittedly pretty formidable) damage, they cannot deal much, although this is countered by respawning very quickly.

The enemies are excellent also. The first has a great ability to elevate its design (that's great, but pales to the others), and the two other enemies should be in the game. An armoured hermit crab that sprints when it's shell is broken.
And a sand spider than makes avatars of sand and fights with them. Just awesome.
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