Tower defense
Community Forums/Showcase/Tower defense
| ||
Recently we've been tossing around a few ideas based on the popular Tower Defense games found on flash sites. What I thought would had been a pretty simple game mechanic has proved to be anything but. We are currently in the concept phase of our game and are pretty much changing things daily, it's been alot of fun making this game thus far and the artists working on it have really went that extra mile in order to provide some very uniquely styled media. . Just curious, how many TD players are around these forums.![]() |
| ||
Im sure I just replied to this.. I would add some critters (sheep, cows, etc) to liven it up. But this looks great. |
| ||
Noooo!!! I've wasted so much of my life playing these games!!! This looks great though so I'll be playing it. ;-) |
| ||
Been playin some TD games on www.funny-games.biz (http://www.funny-games.biz/starland-multiplayer-td.html is one of them) and I want to make one too :D |
| ||
GIA_Green_Fire_ (Posted 1 minute ago) #4 Warning to anybody who clicks on www.fun-factory.com. It is a dildo, vibrator and sex-toy site. Been playin some TD games on www.fun-factory.com (http://www.funny-games.biz/starland-multiplayer-td.html is one of them) and I want to make one too :D |
| ||
Ronnie, this is looking interesting. i love TD games, and infact one of my projects happens to be one of sorts. i look foward to checking this out more. |
| ||
oh no ! why all people create a TD Game which i must test ;) |
| ||
This looks great! Im sure I just replied to this.. I would add some critters (sheep, cows, etc) to liven it up. But this looks great. Agreed :D Stick some critters in there to make it more comical.The style reminds me of TF2, in a way (certainly with the UI at the bottom). |
| ||
Huh!? It's not a porn site. I've been on it before... is it redirecting you somewhere? Edit: Oh shoot, sorry about that, maybe the address is different. OH! I put fun-factory instead of funny-games.biz, now I feel stupid lol. I've edited to show the right link. |
| ||
lol at GIA! @ GaryV - too late, I had already clicked on it @SwampDonkey - nice game. I have a TD game (written by my friend spaceTW) on my website (see my sig link) I love the style of yours though. Its very creative. Im looking forward to playing it. |
| ||
Love the simplistic , flat shaded visuals. DO NOT change them!! Is this written in B3d? |
| ||
Hi, thanks for the comments guys. Is this written in B3d? Yah, Blitz3D all the way. The blocky flat shaded theme was our intentions from the beginning we will be keeping the retro look. Nate the Great, I've played your tower defense version 1.0 before, loved it. About critters, yah fully plan to add some commical stuff to the backdrops to keep things fresh, cows and sheep possibly.. but for sure something. |
| ||
ok a little bug in the screen shot I have circled where the shadows "overlap" in red but unless you have two shadow lights in your scene which you dont, this isnt possible. ![]() |
| ||
yay I love td :D |
| ||
Yeah, I love the graphics too. Very retro and quite a bit Sentinel'ish. Oh...and like Stevie says - DO NOT change them! - they're wonderful. |
| ||
What shadow system did you use here? |
| ||
Cool, but what about Helicopters, Jeeps, Solidiers, Mecha, Ships, Water... Darn it there goes my imagination again I want to write one too! Hmm could miniB3D do this? |
| ||
What shadow system did you use here? FastExtension. I've since fixed the glitch in Nates screenie, however, it seems impossible to cast onto one surface ( using the multipleshadows.bb ) and recieve onto a single surface below. I was hoping to have my invaders recieve shadows from towers and map props while still being able to cast themselves onto the terrain surface. But its all or nothing im afraid, to correct the glitch shown above my invaders won't be able to receive shadow themselves. |
| ||
that shadow bug in fast extension really should be fixed... but its not really that bad of a bug I suppose. |
| ||
Looks interesting. Tower Defense can be great fun, as long as you have well-balanced levels. It's really easy to overdo it and it either becomes way to easy, or near impossible to beat a level. |
| ||
I like the look of it, are you close to a demo yet ? |
| ||
Looks great. I love Tower Defense Games, can't wait to try it out. |
| ||
I love tower defence games too. Currently working on one with Destroyer. Best of luck. Looks excellent. I think we're going for the realistic look, but i love the style you have there. Very clean :D Oh and i know what you mean about being anything but easy. My code is growing and growing every time i work on it :'( Best of luck! |
| ||
Looks great. I love Tower Defense Games, can't wait to try it out. |
| ||
Well done so far! Will this be freeware? @all: Are there any good, free TD games for download? |
| ||
I think most of the good ones are free flash game, Grisu. |
| ||
To get rid of this shadow problem you have to render one ground texture including shadows of trees AND tanks. I don't know if FastExtend provides a faster way to copy texture buffers, but the simplest solution might be to render your tree shadows twice. |
| ||
I love the way it looks, hopefully you come up with a fun twist for it because IMO the standard tower defense games are way overdone. |
| ||
Well done so far! Will this be freeware? Unlikely, but who knows at this point. To get rid of this shadow problem you have to render one ground texture including shadows of trees AND tanks. I don't know if FastExtend provides a faster way to copy texture buffers, but the simplest solution might be to render your tree shadows twice. Seems to costly, trying to keep this game running smoothly on mid to low ranged gear. Shadows are a toggle option at this point, but to double their rendering state may be to much. Thanks for the tip though. hopefully you come up with a fun twist for it because IMO the standard tower defense games are way overdone. Tower Defense was merely the building block we based the overall structure off of.. We have some very unique and original systems implemented. I honestly can't wait until people get to try this out. are you close to a demo yet ? Not at this point, we have the basic systems up and running and the editor is completed. We are about to begin map creation, unit/invader balancing and overall polishing; which i predict will take 3 to 4 months to get just right. We are putting about 6 hours into development each day so we may finish well before that time-frame. I hope anyways. As always, thanks for the comments guys. |
| ||
I am interested to know what the radar tower does :) |
| ||
Well that's obvious, the radar tower gives you a cell phone signal! |
| ||
@ Grisu 1. http://www.glbasic.com/showroom.php?site=games&game=DasletzteKommando&lang=de 2. Ava make a cool TD Game look in the german forum http://www.blitzforum.de/forum/viewtopic.php?t=32099 3. there is also a cool TD Game in b3D in the german forum from annixa http://www.blitzforum.de/forum/viewtopic.php?t=31359 |
| ||
SwampDonkey, check your email please. |
| ||
@Panno: Thanks for the Links! |
| ||
Just a side note, one of our artists opened up a facebook entry for this project, if anyones interested in following the development process. http://www.facebook.com/pages/Weapons-of-Mass-Construction/107169506716 |
| ||
Seems we have simlar ideas on resource collection. This is looking great. well done so far :) |
| ||
Hey Ross, Yah one of our main goals when we started laying out the design of the game was to prevent god-mode syndrome. In almost every TD game we played we were able to become to powerful, building and upgrading everything possible then just sit back let the game play itself for 40 waves. Thats incredibly boring. While we still allow collecting resources from killing invaders, we can better throttle the users stockpile by offering different types of resource gathering points throughout a map. So far in our early test stages this has worked wonders! Cya. |
| ||
Nice one. I think you probably need to offer a slightly different approach from other tower defence games. |
| ||
Another month has passed, we've been dumping SO MANY hours into the games sub systems. Nearly every invader type/unit and tower type has special abilities so it's been slow getting them all in. At current we have a little over 30 invader types including land, air and water attackers. Madpolygon is working on some mech types and boss invaders. We currently have about 12 tower types with another 8 planned. The we want to add in the unlockable content. A lot has been accomplished since I originally posted this thread. I think we are about 80% complete with the games systems at this point. Looking forward to moving into some real maps! Anyways, heres probably the last screenshot I'll post using a temp map. The arc effect is just thrown in there for now, i have somethign special in mind for that towers effect. :) ![]() ![]() |
| ||
Awesome work! mmmh ... might be good practice to incr. shadow-map res.. but thats prob. also a temporary config of your testing shot, and not urgently necessary. I especially like the "messy" comic-look of this, i see u even improved it! |
| ||
Hi Joseph, Yah those shaodws are fastExt's realtime shadows, we currently have two settings for their quality, in these shots I have it set to low. |
| ||
Going to be a tough call on the graphics direction. Right now it's a bit plain/blocky looking. hmm... |
| ||
Don't let the screen get too busy! Still loving the look, and can't wait to see the real maps :) |
| ||
I think the graphics are great. As long as you keep the theme consistent. |
| ||
I think I need to try the demo LOL Looks awesome! |
| ||
Graphics are great but the particles coming from the weapons look out of place, maybe too detailed and inconsistent compared to the rest of the graphics. Looking forward to a demo. |
| ||
Thanks for the comments and advice, this is why i love posting a project on a developer forum, you usually get some outstanding tips and suggestions. I too think think the weapon particles are to detailed for the environment, i will see what can be done to remedy that. Right now it's a bit plain/blocky looking. Awesome! thats the exact look/reaction we set out to achieve. :D Don't let the screen get too busy! Correct! these screens are rather busy as the temp maps are really tightly packed together, the real maps will be more spacious and the 'busy' should vanish... good eye! |
| ||
@Swampdonkey: Awesome! thats the exact look/reaction we set out to achieve. :D I think the isometric look and feel lends a lot to the look of the gameplay and makes it easier on the eye to discern heights - very visually impressive! |
| ||
I just looked on the front page of the website and noticed an error. "After both of these areas are completed and the team is happy with the outcome, we'll move into map making and game balencing." Should be balancing. |