Spring Tower Defense - Page 2

Spring Tower Defense

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.

Moderator: Moderators

Races

Arm/Core
17
41%
EE, gundam, or some other mod
11
27%
Totally new races from scratch
13
32%
 
Total votes: 41

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rcdraco
Posts: 781
Joined: 22 Nov 2006, 02:50

LUA you say

Post by rcdraco »

Will the new LUA or Spring support invisible bullets, so that we can have real melee, or can you just use a blank 3do/s3o? I'll try that out when I get ungrounded I guess.
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Comp1337
Posts: 2434
Joined: 12 Oct 2005, 17:32

Post by Comp1337 »

Just found this, may or may not be helpful: http://world-editor-tutorials.thehelper ... werdef.php
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rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

You forgot about one of the most important things: maps!
The only way to prevent a unit from moving somewhere is the slope tolerance so there's a need for special maps which all should use the same height differences. Although I don't know if a unit will just try to move through your towers instead of trying to find a clear path.

What kind of default theme (futuristical, modern warefare, fantasy, etc) do you have in mind?

Speaking of themes, when the basic thing is done there could be different theme packs as mutators which replace models/effects etc, so StarWars TD might as well be possible.

Anyway if you need something modeled or other help I'd be willing to help out.
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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

There is a maze map somewhere
manored
Posts: 3179
Joined: 15 Nov 2006, 00:37

Post by manored »

I think (and hope) that the pathfinding of spring is good enough for units to get where they want.
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Boirunner
Kernel Panic Co-Developer
Posts: 811
Joined: 05 Feb 2007, 14:24

Post by Boirunner »

manored wrote:I think (and hope) that the pathfinding of spring is good enough for units to get where they want.
Tested this. It is.
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Comp1337
Posts: 2434
Joined: 12 Oct 2005, 17:32

Post by Comp1337 »

Guessmyname wrote:There is a maze map somewhere
Would suck. we need something more like speedmetal. A kind of wide (wider than speedmetal probably) passage where one can maze aruond for the creeps.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

I have been making turrets for gundam, they are uvmapped and frankly ip free as they are pretty generic. I can "donate them" to a tower map if one is ever started.
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Fanger
Expand & Exterminate Developer
Posts: 1509
Joined: 22 Nov 2005, 22:58

Post by Fanger »

I would assist in making new content for this but Im not allowing EE stuff to be used else where..
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hrmph
Posts: 1054
Joined: 12 May 2005, 20:08

Post by hrmph »

Cool idea.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

as a note:
Image
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

Turret 3 almost done, this gives us:

1 large missile turret
1 large beam turret
1 flak gun(uv coming soon)
1 small fast shot turret(uv coming soon)
1 large armored turret(wip almost done)

so.. who is vollunteering for the lua?

also, what else will you gents need?
Water?
flame?
v-launch?
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Foxomaniac
Posts: 691
Joined: 18 Jan 2006, 16:59

Post by Foxomaniac »

Quantum and TFC could do teh LUA =D.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

cool, well, lets see it get done! I can put the turrets up as a gpled resource(that way if the devs like it the map could be included with spring oneday(to show off lua and stuff))!
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

You meant he turrets weren't based on Gundam material?
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

they are based on it but frankly pulled from obscure and generic random shit throughout the series.. in other words, I add a detail or two and it is no longer even remotely similar.

for example: the zeon anti-air is shown for a few seconds during the garma death speech scene but I modified them a bit from what it looked like there so they are generic. the federation has 2 turrets based on what was show in Jaburo base, those turrets were shown in 08thms team and zeta gundam. Pretty generic crap also. The zeon mega particle gun is a hodge-podge from different art(0079 has inconsistent art) and pieced together with some conclusions of my own. However, yeah, I intend on modifying them a bit. It is just that it takes soo little work that I frankly am not worried about it.
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Foxomaniac
Posts: 691
Joined: 18 Jan 2006, 16:59

Post by Foxomaniac »

Righto, just need a design document with list of all the "Elements" and the towers they have ;).
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

Ok, how are we representing levels? I recomend a lua-ed number floating over the turret.. but if all else fails I can model on a number..

what do you guys want?

also, experience will need to transfer on upgrade/morph. Another issue is blocking.. how will the lua tell if the towers are going to block and if they are going to be in the way. If you guys want I can quick whip up a map.

Also, what about this idea:

rather then do a free form map. I can make one that has a lower level with shallow water(to prevent turret building and allow for a path to be obvious. If you guys will permit it I can sit down and do the map right now and upload it tonight so we can have a basic map to start with and later on make the free-form version?

what say you?
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Foxomaniac
Posts: 691
Joined: 18 Jan 2006, 16:59

Post by Foxomaniac »

I say Coolio.

As for the "blockage" it self, spring has a semi-solution.

Whenever a unit "can't find path" it goes back to regular and attacks enemy units next to it - even if it's on hold fire - possibly enough?

The only thing i'm afraid of is that they might smash every tower in the area :P.

Also, I'm not really up for levels - i'd rather have elements and BETTER towers instead of "upgrades" - Like WinterMaul X3 :P.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

ok, not a problem, we can have some elements or some better towers.. but what should we have? Also, we still need a lua guy.


Are we doing a path-type tower defense or are we doing an open one like desktop tower defense?

I prefer a path-type but it is not my call. I need to know though as I have terribly limited time at the moment.
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