Author Topic: Infinity (level)  (Read 9038 times)

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annikk.exe

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Infinity (level)
« on: May 30, 2010, 12:26:34 PM »


Map Type: Very Large, Open
Difficulty: Medium/Hard

Features:
  • Gravity
  • Infected AI
  • Numerous level-specific mechanics, which I shall leave you to discover for yourself..


To win, capture all asteroids.
Defeat occurs if you lose all your habitable asteroids.
Remember to send some scouts to the comet as it passes...  :>


Special thanks to main beta tester Smokey.

Other beta testers:
Simonstep
Temphix
Tristavius

ArdB

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Re: Infinity (level)
« Reply #1 on: June 01, 2010, 01:40:21 PM »
Thanks for this great map. I played all the maps that were posted so far but this one is the best.
Looking forward to play your next level.

annikk.exe

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Re: Infinity (level)
« Reply #2 on: June 01, 2010, 04:12:51 PM »
You're welcome, and thanks for signing up!  It's cool that this is your first post and it's in my thread.  ^_^

I was beginning to think nobody was going to have anything to say about this map, despite 40+ downloads already.

If you want to keep an eye on future map development, the Gravity Dev Blog thread is the place to be.. :>  When I start work on the next map, I will post updates on my progress in that thread.

Bonobo

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Re: Infinity (level)
« Reply #3 on: June 01, 2010, 06:34:45 PM »
Annik, I wanted to play your map before I wrote something about it. And first I didn’t have time, so …

Yesterday night I finally got to play. Wow, what an amazing game. First I lost, after perhaps an hour or 90 minutes, and what a hefty loss it was!

But in the second game I was cleverer (must’ve been so, otherwise I wouldn’t have been victorious cause I didn’t hack the level). And after perhaps 3.5 or 4 hours of excitement and transpiration I finally had conquered all asteroids. Had to give up my original home in the map, though, during the progress of the game, but …

(click to show/hide)

This is an amazing level/map, Annik, and it was great fun playing it. Much the more since this time I really had a chance to win it w/o having to hack the level. And I have the feeling that I may play this level quite a few more times

THANK YOU, SIR!

Greetings, Tom
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annikk.exe

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Re: Infinity (level)
« Reply #4 on: June 01, 2010, 08:09:48 PM »
:D

Glad you enjoyed it, and thanks for the awesome feedback :>  Totally made my day.  :>

Koss

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Re: Infinity (level)
« Reply #5 on: June 02, 2010, 01:42:18 PM »
Amazing level. Very good balance. First & second time I lose, but in third, after 2 hour I can beat it. A.I. is good.
And final demo is nice :)
THANK YOU !
Waiting you next level.

smeece85

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Re: Infinity (level)
« Reply #6 on: June 03, 2010, 09:02:12 PM »
Awesome work!  Very fun and interesting.  Figuring out a strategy was the best part, and for once I felt like strategic movements were the singular key to victory.  In the past I've felt like the infected AI was too good and that chance almost dictated either victory or crushing absolute defeat.  Here was different though because it wasn't simply a race to fill in as many planets as possible, and the infected had to make the same decisions and sacrifices I did in order to get to the other belts.  Hard to describe except to say great level!  Thank you!

p.s., here was my strat:
(click to show/hide)

GMNives

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Re: Infinity (level)
« Reply #7 on: June 04, 2010, 10:28:03 AM »
I've been having some trouble getting this map to work.

In order to get the game to recognize the level you need to modify the name from "infinity.lua" to "level_infinity.lua".

Then once I go into my client and attempt to open the level the menu buttons disappear and I am left with the manilla background for a suspended amount of time. I have to restart my client to recover from this problem.

I'm eager to give this level a try - but I've tried a lot to get this thing working with absolutely no luck so far.

Bonobo

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Re: Infinity (level)
« Reply #8 on: June 04, 2010, 11:05:29 AM »
My version of Eufloria doesn’t require a level name to begin with “level_”, I've played this lever a number of times w/o changing its name—you might want to update your Eufloria to the current version.
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annikk.exe

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Re: Infinity (level)
« Reply #9 on: June 04, 2010, 11:17:29 AM »
This map requires Eufloria v2.04

You can download the update here: http://www.dyson-game.com/files/PatchEufloria.exe

kennywalker1q2q3q

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Re: Infinity (level)
« Reply #10 on: June 04, 2010, 03:24:48 PM »
is there a limit on the amount of seedlings aloud in a galaxy after a while none of mine or the enemies trees generate seedlings, i thought it might be because the enemy had a about 3900 seedlings :o

sorry if this seems like a really stupid question

annikk.exe

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Re: Infinity (level)
« Reply #11 on: June 04, 2010, 06:51:03 PM »
There is indeed a limit, as far as I'm aware it's hard-coded.  If either you or the AI gets to the limit, the game is likely to be over anyway though.

Bonobo

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Re: Infinity (level)
« Reply #12 on: June 05, 2010, 01:28:03 AM »
There is indeed a limit, as far as I'm aware it's hard-coded.  If either you or the AI gets to the limit, the game is likely to be over anyway though.

Uhm, but …
(click to show/hide)
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GMNives

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Re: Infinity (level)
« Reply #13 on: June 05, 2010, 04:28:10 AM »
Finally got it working. This map KICKS ASS.

I haven't been able to beat it yet... But holy seed is it hard.

The moving asteroids add so much more to the game in terms of tact. I wouldnt mind seeing more of these "moving body" mechanics in future maps. Keep the amazing work up man.

threephi

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Another awesome, awesome level!! (and two bugs)
« Reply #14 on: June 15, 2010, 12:23:53 PM »
Another great level and the hardest one yet!  Anikk, hard to believe but you keep outdoing yourself.  I really like how your levels demand the player exercise good strategy in order to win and each one makes you expand that skillset above what has come before.  This one took me three tries I think until I had a solid plan figured out.

I also really, really like the post-victory "show" when the asteroids all break loose and float around.  It's always been a bit anticlimactic after a long Eufloria battle for it all to just suddenly end and this was a brilliant idea to add a little reward after it's all over.  Winning this level means you will necessarily have a very large number of seedlings scattered about and I like to try and send them to and fro among the interweaving asteroids for the complex trails the masses of seedlings create as they stream between targets. 

I have found a bug in this section however, which resulted in an unrecoverable game freeze that required killing Eufloria from the task manager.  The conditions to cause this bug don't happen every time, in fact I've only seen it once out of five or six total times winning the level, but I don't see why it can't be repeated.

Here's what happened: I managed to send about 800 seedlings towards one of the comets as it slingshot very close around one of the now-freely-floating "sun" asteroids (the large unplantable ones at the head of each quadrant).  The comet passed very close to a sun so it departed with a very high velocity, and soon left view for universes unknown.  There were still hundreds of seedlings chasing it, and they continued on their trajectory after the comet disappeared off the edge of the screen.  A short time later, the game froze completely (still in the after-game show) with task manager showing Eufloria completely maxing out the CPU core it was running on.  My naive impression was that the game engine got stuck in an endless loop as it tried to compute a trajectory for the seedlings to a target that either no longer existed, or had out-of-bounds coordinates.  I've only seen the bug once (out of maybe six times winning the level) but if my theory is correct then it naturally would happen again under the same circumstances.

I also found what I think is a hole in the AI engine that when exploited, makes winning this level a lot easier than it should be.  I tested a few of your other levels and found the same flawed behavior in the AI.

Lengthy discussion of my winning strategy and the AI bug:
(click to show/hide)

Ok... if you read that and your eyes haven't fallen out of their sockets yet, I want to say again what a great job you did on this level.  The care that went into it definitely shows, especially the balancing of when the comets arrive, how fast they go, how strong the AI's attacks are, the number of trees on each asteroid, etc. etc.  Kudos to you and your testers!