Tower Defense thread. - Page 9

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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zorbawic
Posts: 107
Joined: 07 May 2006, 15:09

Post by zorbawic »

:shock:

dreams about a better TD
...


...
becoming true ...




(sorry i just cant stop being in :shock: )
bwansy
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Joined: 02 May 2006, 05:21

Post by bwansy »

Wicked! Been away for a few days and see what we've got here! This is going to be the best TD game in human history! Forever!
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REVENGE
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Post by REVENGE »

Btw, can we start making maps for this? Would be nice to have a small selection of different ones to play with once the mod's finished.
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smoth
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Post by smoth »

AF: c'mon dude, give us more credit then overlooking something so simple. I .cheated the unit in.. which you CAN SEE in the shot if you look. Kinda insulted but I'll drop it.

not yet, for a few reasons:
1. you have no idea as to what you will need in the way of turret space
2. I am not setting a standard when we are in alpha as that would restrict the team in what we do.
3. you have no idea how it will play so you are making a map based on assumptions and probably will be upset when it doesn't play as you expect it to.
4. we are in alpha
5. see 4 we have no multiplayer setup yet
6. we have only one path right now etc.
7. see 4
8. arthas is superior
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GravitySpec
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Post by GravitySpec »

smoth wrote:8. arthas is superior
Arthas = divide by zero...
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Candleman
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Joined: 08 Sep 2005, 07:30

Post by Candleman »

DONT START THAT AGAIN
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REVENGE
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Post by REVENGE »

I'm so terribly sorry, but reason 8

INVALIDATES YER FSCKING ARGUMENT.

Code: Select all

syntax error
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smoth
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Post by smoth »

revenge, I cannot stop you from making a map, let alone one for a game who's weapon ranges, footprint sizes and gameplay are unknown to you. All I can tell you is that it is ill advised.
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REVENGE
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Post by REVENGE »

smoth wrote:revenge, I cannot stop you from making a map, let alone one for a game who's weapon ranges, footprint sizes and gameplay are unknown to you. All I can tell you is that it is ill advised.
Yeah I know. I'm just saying, Arthas sucks. :P
Torrasque
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Joined: 05 Oct 2004, 23:55

Post by Torrasque »

I never really liked defense tower ....but I hope it will be very good so it will make my friend install spring :-)
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AF
AI Developer
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Post by AF »

AF: c'mon dude, give us more credit then overlooking something so simple. I .cheated the unit in.. which you CAN SEE in the shot if you look. Kinda insulted but I'll drop it.
Sorry, I reserve that level of attention for when people post desktop screenshots so I can tell them theyre doing it wrong =p
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BlackLiger
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Joined: 05 Oct 2004, 21:58

Post by BlackLiger »

Needs more LUA code to make it play the tetris theme when playing ^_^

(seriously, that would rock. The tetris theme MAKES a TD game, for some reason...)
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smoth
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Post by smoth »

Image

zomYGOSH level 4/5 machineguns.
bwansy
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Post by bwansy »

I have a few questions.

1.If you build gun turrets or other direct-firing turrets too far away from the cliff, would they be blocked by the terrain and/or other turrets in front?

2. Would turrets damage other turrets?

3. In TD games the HP of creeps would grow exponentially, though the type of creeps are the same. Is it done by having many units in the mod or by LUA rules?

4. Would there be flying creeps and AA turrets? If so, would they still follow the path or fly straight towards the end?

EDIT: 5. How would the LOS be?

And some ideas for possible features that are rarely or never be seen in other TD games:
1. Creeps that fight back.
2. Blockade that can be destroyed by creeps (not by crushing, but attacking).
3. Play as "creep spawner" in multiplayer game, whom is given a fixed amount of resource after each round.
4. Mines.

Man, this mod has taken over the place of SWS to become the most anticipated mod of mine. Awesome textures and FX, smoth. :wink:
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smoth
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Post by smoth »

bwansy wrote: 1.If you build gun turrets or other direct-firing turrets too far away from the cliff, would they be blocked by the terrain and/or other turrets in front?
some are some are not. For example rocket turrets are vlaunch, lightening and cannons take up near the entire space.

Others are blocked by the walls if built too far back yes. It is a curse and a blessing as they are now going to better focus against air.
bwansy wrote:2. Would turrets damage other turrets?
not really.
bwansy wrote:3. In TD games the HP of creeps would grow exponentially, though the type of creeps are the same. Is it done by having many units in the mod or by LUA rules?
MANY MANY units, I am still modeling them all.
bwansy wrote:4. Would there be flying creeps and AA turrets? If so, would they still follow the path or fly straight towards the end?
There are flying creeps. they follow the path more or less.

Cannot shoot air:
Flamers
cannons

laser turrets are pinpoint and do a good job of anti air. Machineguns can do ok. There was discussion of a pure aa turret but it seemed like a waste and to Rock/paper/scissors to me
bwansy wrote:EDIT: 5. How would the LOS be?
You can see the whole thing.
bwansy wrote:And some ideas for possible features that are rarely or never be seen in other TD games:
1. Creeps that fight back.
2. Blockade that can be destroyed by creeps (not by crushing, but attacking).
3. Play as "creep spawner" in multiplayer game, whom is given a fixed amount of resource after each round.
4. Mines.
we already have the ability to downgrade turrets :P. Something new I believe. As for the list actually all of that has been discussed but we are worried about the core of the game.


please don't call it a mod, this is a minigame.
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AF
AI Developer
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Post by AF »

How about a tower that spawns units? Say crawling bombs?

And do turrets get attacked by the spam?
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KDR_11k
Game Developer
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Post by KDR_11k »

Minefield turret that builds and maintains a line of mines across the lower area when built at the edge of the medium ground?
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Pxtl
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Joined: 23 Oct 2004, 01:43

Post by Pxtl »

Perhaps an auto-queueing payload-based turret? That is, a turret that has limited ammo that regenerates at a fixed rate.

edit: I really like the Crawling Bomb idea.
Last edited by Pxtl on 17 Aug 2007, 19:04, edited 1 time in total.
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smoth
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Post by smoth »

ok, you guys have gone off topic enough now stop.
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smoth
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Post by smoth »

Image
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