Troubles along the development
in Announcements, Tower Defense by santokiNo one likes lag. As a developer and a gamer myself – I hate lag. In the recent changes to make the playing field a little more “variety like,” maze/twist and turns, the game became unplayable. This was a bit of a sad down turn for me as I was hoping that the game would be able to still withhold.

No one likes lag. As a developer and a gamer myself – I hate lag. In the recent changes to make the playing field a little more “variety like,” maze/twist and turns, the game became unplayable. This was a bit of a sad down turn for me as I was hoping that the game would be able to still withhold.

The map above went through a standard test and it failed. While it was playable for the first few enemies, once a fourth tower was added, the lag of the game was unbearable. This may very well be the Achilles heal I never wanted to face from the beginning of this project. I may have to in the end alter the map and/or stick to the one way non-maze map.
There was a suggestion made having non-attacking dummy towers and that is what I’m currently trying to make, but it is proving to be programming intensive on my part. I have never done strict path-like AI programming so this will be a very tricky problem to program.
If all else fails however, I feel that the level with the ‘H’ shape still manages to be “OK” for a beta release.
Santoki

I’m still expecting it……
기대되는군요
cowon s9 짱 ㄷ