Radar

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Verbesity
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Radar

Post by Verbesity » Sat Feb 16, 2013 8:58 am

I'm fairly certain the answer is "Nothing but suck up electricity." but is the radar good for anything other than the tutorial levels at the moment?

slpwnd
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Re: Radar

Post by slpwnd » Sat Feb 16, 2013 12:14 pm

Good observation. Radar is only useful in the third level of the tutorial. It has no functionality on its own (just an entity with animation). The functionality in the third level of the tutorial is all provided by the Lua script.

We basically wanted the player to motivate to generate a lot of electricity in the third level. So we came up with the radar – we thought it was a good fit into the story.

Xinvoker
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Re: Radar

Post by Xinvoker » Sat Feb 16, 2013 12:17 pm

slpwnd wrote:Good observation. Radar is only useful in the third level of the tutorial. It has no functionality on its own (just an entity with animation). The functionality in the third level of the tutorial is all provided by the Lua script.

We basically wanted the player to motivate to generate a lot of electricity in the third level. So we came up with the radar – we thought it was a good fit into the story.
When you implement an in-game map, maybe you could use radars to explore new sectors (which will be actual areas of the infinite map), without actually going there.

kovarex
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Re: Radar

Post by kovarex » Sat Feb 16, 2013 12:32 pm

Xinvoker wrote:
slpwnd wrote:Good observation. Radar is only useful in the third level of the tutorial. It has no functionality on its own (just an entity with animation). The functionality in the third level of the tutorial is all provided by the Lua script.

We basically wanted the player to motivate to generate a lot of electricity in the third level. So we came up with the radar – we thought it was a good fit into the story.
When you implement an in-game map, maybe you could use radars to explore new sectors (which will be actual areas of the infinite map), without actually going there.
We are planning something like this, we will just have to implement the map first.

azoundria
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Re: Radar

Post by azoundria » Sun Feb 17, 2013 7:05 am

It's far too easy when you can zoom out and see everything :P There should be some hidden part of the map, until technologies are developed.

Catox
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Re: Radar

Post by Catox » Sun Feb 17, 2013 7:25 am

that could be fog of war :
- fair amount of visibility around the player
- small (or no) visibility around the buildings
- large visibility around radars

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