[Official] Click Cannon Sneak Peek

Discussion in 'Time Clickers' started by Kenzie, Sep 23, 2015.

  1. Muche

    Muche Elite

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    I'm wondering, should that timer count only the time spent while the game is running, or time since last warp IRL?
     
  2. Arnkh

    Arnkh Rookie

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    I'd say it should count total time, would be useful for deep runs.
     
  3. RessurrectedDoom

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    I actually support this idea. Knowing how long I've been on a certain timeline would be nice, plus knowing how long it's been since the first cube met me (AKA from the very beginning).
    Would save me the trouble of guessing how long I've been on a certain timeline before going back to the future, uh I mean the next Present going to the future.

    Unrelated and off-topic: I should look into Back to the Future again sometime.
     
  4. Proton

    Proton Administrator
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    We're working on a Night Mode.

    Day Mode (Normal)
    [​IMG]

    Night Mode
    [​IMG]

    Night mode has a black filter over the gameplay area, and a color correction curve over the UI which reduces the saturation by 50% and keeps the whites bright (since that is where the text is mostly, still want that to have high contrast).
     
  5. Kenzie

    Kenzie Administrator
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    Been working on some new creatures (mostly bosses). Now that I've seen them in-game I'll need to do some small adjustments, but here are a few of the new creatures you'll see in the 1.3 update:

    Giant Java (Boss creature)
    [​IMG]

    Mini Java (regular wave creature)
    [​IMG]

    Beer Stein
    [​IMG]
     
  6. RessurrectedDoom

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    Oh goody, I get to destroy alcohol! That makes this better!

    That aside, I can't wait to see what other new things come to be destroyed in the 1.3 update.
    Now if only I had a fire-based weapon for that beer stein....
     
  7. TimeClickPR0

    TimeClickPR0 Rookie

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    For me is good.
     
  8. polandmatt

    polandmatt Spec Ops

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    woah time clickers is bout to be in the dark!!!!
     
  9. Proton

    Proton Administrator
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    Some Artifact Upgrade Costs above 75,000 :timecube: have a new curve. Here's a few examples of the changes (Blue=Old, Purple=New):
    [​IMG]
    [​IMG]

    The following Artifacts are affected:
    Start Wave
    Start Gold
    Gold Find Red
    Gold Find White
    Gold Find Yellow
    Gold Find Rainbow Block
    Rainbow Ball Minutes Reward
    Convert Red to Rainbow
    Convert White to Rainbow
    Active Ability Duration
    Active Ability Cooldown

    If you already own an Artifact Level that reduced in price, you will be automatically credited with the difference when 1.3 is released.
     
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  10. RessurrectedDoom

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    Wow, that's actually going to save some people a lot of time cubes. Or a lot of people, I like it.
    Maybe I'll be able to start working on upgrading some other things soon enough.
     
  11. Dimps

    Dimps Elite

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    It's like a casino: you enter here and you lose your feeling of TIME.

    There are two tools that have TIME: steam TIME played, and your personal profile graph: gains by TIME.

    They manage the TIME, you manage the CLICKERS part, ok? :p
     
  12. Dimps

    Dimps Elite

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    This is huge! Finally! Thanks!
     
  13. Stowaway

    Stowaway Rookie

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    And suddenly I am very excited for 1.3!
     
  14. Arnkh

    Arnkh Rookie

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    Do you have an ETA on 1.3?
     
  15. flinny

    flinny Rookie

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    When we thought getting wave 4k achieve was hard and then 1.3 came along and suddenly we need 5k welp good luck guys!
     
  16. Dimps

    Dimps Elite

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    I'm having hard time beating wave ~2700, who are all those 4k guys? :)
     
  17. flinny

    flinny Rookie

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    probably mostly people who use cheats xD i still haven't gotten to wave 2750 yet
     
  18. Nukemarine

    Nukemarine Rookie

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    Once I hit level 5000 on team members, my waves shot up from 2900 to 3050. Now that they're at 5500, the waves are back down to a crawl starting at 3200 and now almost one hour between bosses due to ability cooldown. While I'm use an autoclicker, it's possible to do the same if you set a timer to remind you major abilities (the 30 min and 60 min ones) are about to hit.
     
  19. Nukemarine

    Nukemarine Rookie

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    That's going to have a big effect.

    I assume the "Rainbow Ball Minutes" is what you mentioned in chat where ball is now awarding based on your average gold per second. If I understand correctly, base reward for rainbow ball is 30 seconds of your average gold per second. Artifacts increases it 10 seconds up to 10 minutes or more. Great idea, though I hope you take my suggestion about basing it on damage per second average.

    Out of interest, will Gold Find versions be matched up with the DPS multiplier? At least in my mental math, it'll add another 500 levels to fast runs (by fast runs, I mean ability to chain max damage bonus time).
     
  20. Proton

    Proton Administrator
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    Just fixed one interesting bug today... I could tell I was progressing way too quickly but wasn't sure why, the reason was surprising but obvious in hindsight.

    So for 1.3 we changed the Rainbow Ball to give 5 minutes worth of gold based on your highest Gold/Sec for that timeline. This has felt really good and scaled well on early and late waves when we tested it. But it started giving WAY too much gold after letting the game run for a day. The reason is due to how the average is calculated.

    The Gold/Sec counter is a rolling 1 minute average. So it's a queue of Gold/Sec values, 60 of them. Every second we add a new value to the queue and dequeue the oldest one. To find the average, you just add them all up and divide by 60.

    So as you gain more gold the average slowly climbs, however; when you get a Rainbow Ball, you get 5-10 minutes worth of Gold in just 1-2 seconds. This creates a massive spike in the rolling average that brings the entire average up significantly and becomes the new Maximum Average.

    This Maximum Average was used for the Rainbow Ball reward as well as offline earnings now. So if you left the game running can kept popping rainbow balls, the maximum average would get bigger and bigger, breaking the game!

    Just a strange bug...

    So our solution was just to ignore the top 5 values in the rolling queue when creating the average. This should ignore any spikes that happen.
     
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