Defense Game

JGary321JGary321 Member Posts: 1,246
edited November -1 in Announce Your Game!
Early, early, alpha build. Just shows my project. Still very early.

http://gamesalad.com/game/play/8512

Comments

  • quantumsheepquantumsheep Member Posts: 8,188
    Hey mate, good progress there! To answer your questions:

    1. What do you think about the moving background?
    I actually quite like it :) Will there be aerial units?

    2. UI is not finished, but how do you like the UI design?
    Again, I like it - looks and feels like an MMO Toolbar, so should be pretty instinctive.

    3. Keep in mind this is extremely early, but any other feedback is welcome.

    Following on from the MMO Toolbar thing I mentioned above, perhaps you might want to consider:
    a) A 'recharge' graphic - maybe increase the alpha, then decrease it as the unit recharges till it's solid again when ready to use.
    b) The amount of mana needed to use the unit displayed next to or under the image.
    c) Greying out the buttons (alpha again) on units you can't use.

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

  • Nubc4kesNubc4kes Member Posts: 4
    You should definitely keep working on this one. No one's made a good tower defense game yet so it would be neat to see one completed.

    Since it's pretty early on, I don't want to shout out a bunch of suggestions (you probably have a lot of ideas already), but have you thought about the resource gathering much? Right now it's automatic. Maybe you could adopt something Plants vs. Zombies did and make the player have to actively gather the resources. That makes the early stages of building more engaging because at no point is the player completely idle. I'm sure you've got plenty on your plate as far as fixes and things to implement, but I thought I'd throw out an idea.

    Keep up the good work!
  • JGary321JGary321 Member Posts: 1,246
    Hey guys thanks for the reply.

    QS

    1. Haven't decided about aerial, not right away. If I add aerial it will be later.
    a. Currently there is not recharge, it's more limited by # of units.
    b. Great idea, believe it or not I didn't think of this, sometimes the simple things elude me.
    c. Aha! I DID think of this one =) I did it with a previous game.

    Nub
    1. Thanks for the input on resource gathering. You will be able to upgrade your Tower throughout the game (on a strategic map). I was considering putting resources on each map or possibly have enemies drop resources, that you would use to upgrade your tower. Gives a customization element.

    Now a question about design. I haven't completely figured out how I want leveling to work. Out of these options which would you prefer.

    Each type of unit will have stats you can improve. Everything from walk speed to damage & HP & Def.

    1. Give me stat points to spend on any unit I want anyway I want.
    2. Give me 1 stat per level to spend on EVERY unit.
    3. Make it experience based. So you get exp by killing & you 'spend' exp on stats. So that way you could spend on units at any time. Balance could be an issue though.

    Pick one, & why, & if you can maybe make a suggestion. Thanks!

    -JGary
  • JGary321JGary321 Member Posts: 1,246
    Ok guys I have updated my game. Here are a couple changes that were made. Try it out. New link b/c uploading was buggy the other day. I can now update without publishing new.

    http://gamesalad.com/game/play/8598

    1. Fixed unit attacks. Before multiple attacks would not register on an enemy. They DO now.

    2. Create a World Map. This will be the main way of choosing your battles. Tap the sword icon to initiate.

    3. The game will start with 3 difficulty modes. More will be unlocked. Implemented all three modes. Probably won't make it past easy right now. Try it though =)

    Still looking for some feedback from my previous post. Thanks.
  • quantumsheepquantumsheep Member Posts: 8,188
    Hey mate - great stuff.

    Love the map! Very nicely done!

    Couple of comments:

    I didn't realise the game was waiting for me to press 'battle start' - I thought it was broken as I could still spawn my little critters, but no enemies appeared.

    I tried to get past easy - didn't make it! ;)I think the enemies zap your tower a little too fast for comfort right now!

    As to your previous post, there'll be a lot of balancing needed:

    1. Give me stat points to spend on any unit I want anyway I want.
    Yep, but you have to be careful that people won't make the 'wrong' choices and bulk up just one unit and make that invincible, making the rest of the units useless.
    2. Give me 1 stat per level to spend on EVERY unit.
    This will bulk up everything evenly, and would make for a more balanced, if more linear, game I think.
    3. Make it experience based. So you get exp by killing & you 'spend' exp on stats. So that way you could spend on units at any time. Balance could be an issue though.
    Probably the best way to go, but as you mention, balancing may be a nightmare :O

    Doesn't help much, but very much looking forward to this! Nice one :)

    QS

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

  • JGary321JGary321 Member Posts: 1,246
    I had an epiphany last night! Or actually it was this morning in the shower... (Don't ask) I have a great idea for the experience sys. Can't reveal too much currently, but I think it will be great.

    As for balance, the game will be balanced around Defense of sorts. For instance, archers will seem pretty powerful until you come up against a High Armor foe, that only a melee unit with enough attack will be able to take down.

    But at the same time, there will be some enemies with VERY HIGH attack, but maybe a low defense. So, go all warriors & you won't make it. Need archers to pick em off =)

    These are some of the ideas I'm kicking around. Stay tuned, there's alot of updates coming soon.

    Ohh, and the missions will be repeatable so you will be able to 'grind' if you choose. That way if you don't have the right units leveled you can always come back. The goal is for you to be able to beat Easy with any units. Med-Hard-Insane-Impossible will require leveling.
  • quantumsheepquantumsheep Member Posts: 8,188
    Sounds awesome! May I humbly suggest the 'kiss' system of rock, paper, scissors ;)

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

  • JGary321JGary321 Member Posts: 1,246
    You may! I will keep this in mind =) Sometimes I over complicate things. =)

    magic > melee
    melee > archer
    archer > magic

    Sound about right??
  • JGary321JGary321 Member Posts: 1,246
    Ok, New Update!

    1. Added Mage unit. Archer was added last night.
    2. First glimpse of the Character screen. The C in the top right corner of battle map.
    3. Added a sidebar that pops in/out when you tap on it. Check it out ;)
    NOTE: The sidebar will be where the different units active skills will go.
    4. Still working out the kinks in the behind the scenes damage mechanics, but I think I got it this time.

    Thanks the majority of the updates. There's more boring behind the scenes stuff I did, but check it out & as always feedback is very welcome.

    -JGary
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