![]() |
Tower Defense - Development Thread(PRE-ALPHA Release 3/16)
2 Attachment(s)
Tower Defense Development Thread
Been REAL busy lately, haven't had much time for actual development. Now, I do =). So I shall continue on my future hopefuls. http://img697.imageshack.us/img697/2...tlescreenj.png Done:
The game's map system is a simple sidelining(enemies keep to a set path) type. There will be an in-game map creator/editor. http://img7.imageshack.us/img7/1723/29247440.png Basically the code for a map is such: Code:
MapTitle = "Out of the Way"; The actual gameplay is endurance based. So your "score" is the level you get to. This is the type I enjoy so it's the format I'm using. The graphics are all in-house; meaning no outside images. All the enemies are ASCII based, "o O [:] <> x X", and the towers are simple graphics made out of lines and circles. Maps are grid like Vector TD. Surprisingly it runs smooth so far. http://img24.imageshack.us/img24/243...werdefense.png The tower upgrading system in this game is something like a tech tree. You always start with a basic tower and upgrade it to the unit you want. Useful information: -AoE = Area Of Effect, eg Splash damage. -DoT = Damage Over Time, eg Burning -RoF = Rate Of Fire, the turret fireing speed. In terms of making a certain tower more powerful, instead of spending currency it's done by experience. The more experience the tower has killing, and to a lesser extent killing, the higher the towers level will be. Each level will increase it's stats in a certain way and at the final level will be something special. Code:
[BASIC]Version 0.1
|
great :) when will it done. cant wait to play it.
|
cool! im sure this will be the best app ever for the zen x-fi 2 :D
may i suggest tat u add some sound effects for the game if there isnt yet? |
I vote for a beta version ;)
|
Quote:
|
Really can't wait for this one :D
Gunna be AWESOME!!! I'll tell u that. Plz hurry xD can't wait to test this ;) |
Awesome work so far, ThievingSix. I look forward to the end result. I also hope you do a lot of testing and balance the damage dealt by the towers and the HP of the enemies, as well as the progression of level difficulty. A good balance is very important to the playability and replay value of a game.
|
Yes, balancing will be one of the hardest parts. I have some excel sheets that I've been given from some developers over at towerdefence.net that are all about balancing. I'm sure they will come in handy.
|
Quote:
|
Can you upload what you might already have so far?
|
I'll be finishing the map creator today. Then I'll release what I have thus far.
|
Can't wait, man!
|
There won't be any playability with tonight's release. Because the towers aren't coded yet. So don't get too excited.
|
Will there be the ability later on to set the enemy waves for maps?
E.g: Code:
waves = { |
I haven't gotten that far, but ya that's about right.
Updated first post. Also: Quote:
|
Quote:
I'm also curious about whether you'll set it up so that the path can cross itself and whether you'll later add to it so that maps can be bigger and scrollable. |
Quote:
The path already can cross itself. The way I've done the waypoints and the drawing of the path it looks clean as well. Try it in the map creator. Scrolling maps: No, I've never thought of that. It would break a lot of the base code so I don't see it happening, sorry. |
Lookin' good ThievingSix!! I love the Map Editor Function, it's excellent :D Keep up the good work...
|
I had a little time before college today so I decided to do some minor fixes. The GUI has been cleaned up, no flicker on the Zen. The map creator now has the option to keep the "Test Map" feature on while you create the map.
See more details about the v0.1.1 release(As well as the release) in the first post. Hopefully I'll get a v0.2 release out tonight or tomorrow(See below). Also I wanted to point out: v0.0.0 The first number is the major release number. So when I move from alpha to beta it will go up. The second number is the minor release number. When new features are added this will go up. The last number is the fix release number. When any improvements happen to already present features this will go up. This way you know whats being updated just by looking at the version number. |
Sorry for my bad English, I'm Dutch
Is there a way to remove custom maps? Is there a way to remove a block? Is there a way to load levels and editing again? |
| All times are GMT -5. The time now is 07:23 PM. |