My fires are dealing damage inconsistently and insufficiently and I am upset by this. Even if I throw a petrol bomb at a worm directly, fire just deals 10-15 damage instead of expected 40. It behaves like in modern worms games.
A bottle spawns 20 fires on impact. Turns out it's not enough. In some cases targets remain completely undamaged.
Maybe I really should introduce a hidden fire damage floating- or fixed-point counter
To be honest I'm not sure how you can calculate how much damage those weapons would do. I remember every time I used the fire weapons the damage was more based on how long the worm stayed in the fire, but it was hard to control from the user's perspective
There are also some features in WA I really don't want to have.
And I'm disappointed how Team17 is developing Worms. They stick to "conventional" weapons, and their attempts to improve gameplay only make it more complex.
In Worms Revolution/Clan Wars they added classes (worms' specializations on damage/support/speed/nothing), in Worms WMD they added vehicles and crafting. Those are elements of strategy, not tactics, and I don't think I should think about picking classes or constantly dismantling infinite weapons I just want to shoot and build traps
I remember a trolling used against me in WA. I had 3 worms and a guy had 1, when I came to his half of the map he just teleported to the other
Worms 3D, Worms 4 Mayhem and Worms Ultimate Mayhem are true 3D games. Others are 2D.
I saw in many Worms games and often see in clones that weapon crates contain exactly one weapon, and rare weapons are rare. It seems like a perfectly right natural approach, and it's the wrong approach, speaking of game-design.
This makes players think that crates are mostly useless, because junk is much more probable, and they'll rarely try to collect crates.
My approach is different. I made all weapons drop with equal probability, except superweapons which are 10 times less likely to appear, and adjusted the quantity of ammo in the crate.
So if you collect a crate with airstrike, you get 1 airstrike, but if you collect a cluster bomb, you get infinite ammo. I think this is the right approach.
It's an interesting approach at least. I haven't played the new ones so I can't really tell if it works or not, but I'm pretty sure in the old ones each create can have multiple weapons
I'll be able to answer questions when I'm at work, or when the kids are sleeping at night. Otherwise I'll be able to use my phone once in a while to moderate, but that's basically that.
I don't play games much, I don't spend much time on social networks, and I don't watch TV (and rarely Netflix).
I don't use the app, as you say, not flexible. You can read questions, write text for answers, comment, but that's basically that. I use the website from a browser on my phone.
I can't blame you, I've changed my settings on my phone's browser to always be desktop mode. So many sites think they can do a mobile version, but it ends up with less features than the desktop one
Honestly I don't know if it's the UX designers or the implementation of the web browsers on devices. I have a site made in markdown and any text being in a paragraph displays itself properly, but any other text is scaled down significantly
but on the desktop everything displays properly, regardless of the window size
As in real time strategy? If you picture something like warcraft 3, that would be challenging to make right on a mobile device. Having only touch as input limits your options
@AlexandreVaillancourt That's a good call, but I do remember looking at the HTML output, and couldn't find anything out of the ordinary
It's been a few months since I've used it, but it was called markdown and was available from Arch Linux's package manager, but I can't find it now so maybe it was removed
@AlexandreVaillancourt If I were an antivirus, I'd delete that software because there are rainbow-colored chests with microtransactions
No it does not count because of insufficient complexity - the map is so small there is no need for minimap and controlling buildings and crowds of units
@AlexandreVaillancourt That statement is fundamentally in compatible with my reality. We do acknowledge that situation might be possible in nearly synchronous alternative realities & express condolences if you exist in such a place.
Also, descriptions please; if we cannot eat the excess tasty foods, let us eat bytes via the internet.
You know, I try to share, really, I leave the pie there untouched for at least two hours... then I eat a part. Then, I swear, I really want to share it with the others, so I wait 2 more hours to get the next part...
Features and networking really, and the UI The combat is more or less the same as the first, the code base is so much larger though
and I look at Tallowmere 1 and even though it hasn't had any content updates in years, people still buy and play it
so for T2, plan is to add more and more -- which is what I wanted to do for T1, but I was too new to game development 😂 was not structured great internally