Tower Defense thread.

Tower Defense thread.

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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smoth
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Tower Defense thread.

Post by smoth »

Image
moddb profile(pictures etc get posted here!)

Ok, this is a split from the original thread on tower defense for spring. There was a second request and this time several others including myself took up the challenge.

Update as of 10/9/07

Modeling progress
We have 3 more wave levels to model, we have completed waves 1 and 2.
I have models levels 1-5 of all turrets. Finishing the level 4/5 laser this week.
I have not started the ultimate form turrets yet.

Lua Progress:
We have a solid single player lua all that is missing is a you win message and support for more then one path.

Level progress.
still modeling features for it. The level is complete in appearance but the features are to be modeled soon.

Added an FAQ also on this front page. Scroll down to see it.

end update

old thread.

The videos
early test video.
Units catching on fire!

The team
The tower defense team consists of:
Gnome
Maelstrom
Smoth

Community contributions
Tinnut - base towerdefense lua
Satrik - new build icons
Trepan - lua guidance counselor


Current progress
Creeps
7 land
2 air

turrets
Machine gun
Rocket
Flamethrower
Lightening
Cannon
Laser

Lua
Upgrades
downgrade-NEW FEATURE!
Currency system
Sell button
Waypoints
Creep count
Time for waves
Wave announcements

What are we doing?
Tower defense is a minigame for the spring rts engine where you have a pathway though which units will travel. The goal is to kill "creeps" with stationary turrets prior to them completing the course.

To build turrets you will spend funds. Each turret has a certain cost and the currency for the cost is acquired by killing the "creeps." Also each turret can be upgraded at a cost for high effectiveness.

Creeps will become stronger and vary in their attempts to exit the level quickly. Exterminate them all!


spring channel: #taourdfinz

FAQ:

When will it get released?
When it is feature complete for a single player map.

Can I build walls?
No, this is a classical towerdefense not a maze game.

Can I help?
Sure submit models to us for creeps. If they are good enough I will texture them.

Can I suggest an idea?
No, we have enough work to do already.

Where can I see some new shots?
Check the moddb profile for more info!





old post from old thread(ignore it, left for history)

ok, I am going to do the following turrets:

Minigun(anit swarm)
cannon(heavy hitter)
Vertical launch missiles(AOE)
Laser turret(steady damage over time)
Lightening(paralyzer)
Flamethrower(short range aoe(good for corners)

Combined with a basic creep this should take me all night. Someone else needs to get a way to get money out of dead units.

The exit can be a com unit, the com unit will take damage as they pass into it(causing an explosion as they fire their weapon off)

Am I the only one up at this time?

all interested parties see me in the lobby... channel.... "taourdfinz"
Last edited by smoth on 11 Oct 2007, 06:01, edited 17 times in total.
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Peet
Malcontent
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Post by Peet »

Steal crap from simbaes if you want, this project sounds cool :-)
Saktoth
Zero-K Developer
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Post by Saktoth »

Thats a really uninteresting TD layout TBH, duke. I think something more like this or thiswould be better.
Fantasy and Tech, Fell and Holy? that can of stuff.
Rock paper scissors, honestly id rather see the physics system in use.
Duke_Nukem
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Joined: 06 Aug 2007, 22:27

Post by Duke_Nukem »

Thats a really uninteresting TD layout TBH, duke. I think something more like this or this would be better.
yeah i said that , but it's for the test :)


I don't know if smoth want to make the first map with very complicated path and player start. :oops:
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smoth
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Post by smoth »

are you willing to donate those pilars to the mapping effort saktoth?
do you have a level 1,2,3 form of them?
tinnut
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Joined: 09 Sep 2006, 08:17

Post by tinnut »

Hi Guys,

Before checking to see if anyone else had started doing a towerdefence type mod (like I should have done), I'd started my own independently a couple of days ago.

Seeing this thread I now feel like rather foolish :oops: :oops:

I'd started mine as I wanted to learn LuaRules and LuaGaia so I could then try a Space Hulk type mod. At current I've set mine up at an XTA mutator (so I didn't have to include models) and got it (roughly) doing the following:
- the luaRules (in the mod) reads in a config from the map named luaGaia\towerdefence_config.lua, which defines the following for the map:
+ player start location (in case the game is launch with players choosing their own starting location)
+ creep spawn location per player
+ creep type and number spawned per level

- I've replaced the commander with a nuclear generator and it's the only thing the creeps can attack - it's also what they head for to kill when they're spawned

- the commander is moved at the start of the game to the correct location for the player

- I've used luaRules to override the way contruction takes place so that it's instant and you can build anywhere on the map (although I was going to get it to only allow building above the base ground level that the creeps run along)

- I've used luaRules so that when a creep is killed the unit killed has it's energy and metal worth given to the player who killed them (by using the UnitDestroyed gadget call in)

I've kind of got it configured so that you can play it multi-player with your own section of the map, but I'm yet to test this.

Of course, that was all before I read through this thread so maybe I'll just try a Space Hulk type game instead :)

If you'd like, I can copy the lua scripts that I had done up onto unknown-files. I should add that it's only had very basic testing.. :P

Cheers.
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smoth
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Post by smoth »

I'd love to get a copy of that stuff, then I can expand it onto this map! it saves us a lot of trouble.
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Pendrokar
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Post by Pendrokar »

Suggestion: About receiving metal. There could just be nano turrets on map corners and other places that reclaim metal from dead creeps(So it would be like TA style)! Of course nanos should be uncontrollable by player.
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smoth
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Post by smoth »

Image

8X8 map, this thing is hueg.
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Maelstrom
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Post by Maelstrom »

Lol I go to school for the day, come back, and it almost been made without me! :P

Ive already written an upgrade script for SWS, so we can have multiple upgrades per turret type. Something like:

Basic gun
-Faster machine gun
--Fastest machine gun
---Continuous fire laser
--Faster machine gun, double barrel
---Fastest machine gun, double barrel
---Faster machine gun, triple barrel
-Double Barrel gun
--Triple Barrel
---Huge shot gun thing
--Double Barrel, faster
---Double, fastest
---Triple, faster
-Slight splash damage
--More splash
---Huge missle launching thing
As so on.

Tinnut, your welcome to join forces with us to make the most awesome TD mod ever if you want :-)
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smoth
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Post by smoth »

Image
level 1,2,3 vertical launch turrets.

Image
Level 1,2 flame thrower turrets.

Image
level 3 flamer turret
tinnut
Posts: 67
Joined: 09 Sep 2006, 08:17

Post by tinnut »

I've uploaded my lua to here:

Image

It's only in the temporary file location so it's only there for 7 days (I believe).

It's a 7zip file containing two other 7zip files - one for the mod and the other for the map.

Cheers.

EDIT:
Tinnut, your welcome to join forces with us to make the most awesome TD mod ever if you want
I'd love to actively help, but I'm afraid that I don't get a lot of time online. Thanks for the offer however :)
Last edited by tinnut on 09 Aug 2007, 12:13, edited 1 time in total.
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REVENGE
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Post by REVENGE »

Amazing.
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Pendrokar
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Post by Pendrokar »

Very nice!
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Maelstrom
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Post by Maelstrom »

Well I've almost got the waypoint system working, and the creep spawner working.

Problem is, when I try and run both at once, only the spawner works :(

Ill upload them for every body once I've sorted it out.
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Foxomaniac
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Post by Foxomaniac »

Nice, I can see this turning out very nicely.

Multiple "elements" + Upgrades = Best TD evar.

:P.
Adalore
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Joined: 26 Jul 2006, 23:24

Post by Adalore »

I hope I will be able to help play test it, Other then that I can't really do any thing.
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Foxomaniac
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Post by Foxomaniac »

By the way, Maelstrom managed to get teh spawner & waypointer working both at once.

Yai.
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Snipawolf
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Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Huhmmm...

Maybe I can model some kind of thing x__x

I'll give it some thought, I may rip something from the universe I am using...
Duke_Nukem
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Joined: 06 Aug 2007, 22:27

Post by Duke_Nukem »

Exelent models smoth !!! :shock:
Multiple "elements" + Upgrades = Best TD evar.
+1 :wink:
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