Tower Defense thread. - Page 13

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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Post by smoth »

I will not have moder epenis waging in this thread, positive or not there is no reason to rate or rank us. We all do what we can and last I checked there is NO REASON to QUANTIFY our sklls! Neddie, I do not produce my work out of some smoth specific time and space bubble, it takes ample work and time to produce on the level I have for tower defense and it has been an immense effort on my part! So do not talk about time or skill when you do not know what someone is doing it is presumptuous and wrong.

That being said it is wed now, one class today at 3pm and back to game work. OH YEAH I am excited.


On the topic of screenshots, this is currently in alpha and very much a work in progress! You should be lucky to see alpha shots, I could keep you in the dark and you guys think that we dropped the project! I could not post pictures and leave you guys in limbo while we work away!


now prais.....talk about tower defense
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Neddie
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Post by Neddie »

I presumed you were exhausting your time with your current projects - you know I didn't mean to offend. I never do. Sometimes I don't, however, filter out my thoughts to the most effective text for conveying them.

Keeping the masses in limbo would be cruel. Just can't wait for the release - should give me something to do if I get over my bandwidth for the week.
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smoth
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Post by smoth »

smoth wrote:talk about tower defense
Torrasque
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Post by Torrasque »

Have you decided how you earn ressource ?
Reclaiming wrecks or directly when killing units like warcraft ?
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smoth
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Post by smoth »

you get paid for units when they are killed.
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Argh
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Post by Argh »

it takes ample work and time to produce on the level I have for tower defense and it has been an immense effort on my part
That goes for all of us. Comparisons are invariably futile, we all have strengths and weaknesses, and while we're in the main rather egotistical people (er, we want to create worlds for people to play in- how egotistical is that?) comparison is just silly, we might as well compare ourselves with the Devs, who mostly stay "behind the curtain", even though we game designers know how crucial they are, and how much respect and caring they show us, when they actually listen to our concerns.

Compare the games, sure- we expect our work to be judged, and we expect people to poke holes in our flaws. But it's destructive when we're treated like one-dimensional personalities- we all have good days and bad, and some of our strengths and weaknesses change depending on what's going on. We're only human.
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Neddie
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Post by Neddie »

Argh, I'm not treating you like one dimensional creatures in a Maxis game. I'm simplifying the results of social interaction and analysis over the past year an- nevermind. Back to Tower Defense.
neddiedrow wrote:Keeping the masses in limbo would be cruel. Just can't wait for the release - should give me something to do if I get over my bandwidth for the week.
Yar, *I was* talking about tower defense. Anyhoo...

So, if you get paid, how does that system work? Do you get paid varying amounts based on the units? Is it calculated from corpses on the field at intervals which then disappear, or directly upon death?

Also, is there no deformation of the terrain? I ask this, because you could have some creeps restore terrain upon encountering a slope and allow some sort of projectile weapon to cause deformation, so the player could try to funnel the creeps within the path.
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Sleksa
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Post by Sleksa »

deformable terrain could also allow you to create impassable moats . . .


So, if you get paid, how does that system work? Do you get paid varying amounts based on the units? Is it calculated from corpses on the field at intervals which then disappear, or directly upon death?
upon the creep reacing 0 hp, it will die, and you will get monies on your bank account, then you use your monies, and kill moar creeps to get moar towers.

im not sure about the fine details smoth is making, but im speculating that higher waves of creeps will yeld more golds to you.
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Neddie
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Post by Neddie »

Hence why you would allow creeps to use restore. It was just a thought.
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smoth
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Post by smoth »

creeps to use restore? and what the whole wave is suppose to stop while it restores the terrain? So I can funnel them while going down the path? have you played tower defense before? Cmon' man think about some of these suggestions.
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Neuralize
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Post by Neuralize »

Smoth, what do you use to model with?
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Neddie
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Post by Neddie »

Actually, I have played before, thank you. I was just thinking about how to utilize the superior features of the engine to add to the experience.
Lippy
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Post by Lippy »

TBH I agree with Smoth, keep it simple. All this extra features can be added on later with forks/mutators, but the original should be kept simple to try and not alienate audience. (I can imagine this being packaged like KP; just spring and this mod making a nice easy single download introduction into spring).
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Forboding Angel
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Post by Forboding Angel »

Lippy wrote:TBH I agree with Smoth, keep it simple. All this extra features can be added on later with forks/mutators, but the original should be kept simple to try and not alienate audience. (I can imagine this being packaged like KP; just spring and this mod making a nice easy single download introduction into spring).

hear hear
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SwiftSpear
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Post by SwiftSpear »

You can't currently manual fire at terrain, so there would be no intellegable way to use terrain deformation to your advantage right now anyways, it would basically result in fluke wins when you block your enemy by luck. Not fun.
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smoth
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Post by smoth »

Lippy wrote:TBH I agree with Smoth, keep it simple. All this extra features can be added on later with forks/mutators, but the original should be kept simple to try and not alienate audience. (I can imagine this being packaged like KP; just spring and this mod making a nice easy single download introduction into spring).
yes, we have similar plans, I would personaly like to include worthwhile mutators in with TD.
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SinbadEV
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Post by SinbadEV »

Sorry... I just wanted to mention that smoth is awesome and that this game seems like it could be a flagship to a certain audience. can't wait for it even though I know it will steal so many hours from my life.
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smoth
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Post by smoth »

Units catching on fire!

OH LAWD! FLAMERS THAT ACTUALLY LIGHT THINGS ON FIRE!!?!?

now, I have to run, so here is some quick info

the burning time does get higher the higher the flamer.

it does damage them while buring

the flamethrower has not been corrected to be a machine gun yet but it will be soon.



enjoy the video, I told you the effect was cool!
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Zpock
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Post by Zpock »

awesome

How did you do that? The cob stuff that lets you know when a certain weapon hits the unit? And then spawn a weapon on the unit from the script that is the flames? Wow, I guess you could even make it spread from unit to unit, just check if hit by the flame scripted weapons aoe and then if so start even more flames.
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Pxtl
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Post by Pxtl »

That's hawt secks.
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