Developed by Dirac
Developed by Dirac
So i decided to create my own TD, a simple, beautifully coded, creative TD. It's theme: Nautical
The map looks a lot like Element TD, but this time its because it's a competitive TD, so it's a MUST that every player has it's own private lane, so far no multiplayer capabilities have been implemented, but expect them.
The objective of this TD isn't just only to survive the waves, but to defeat other players.
So far the TD has...
8 towers: (short description)
-The Guard Tower: simple arrow tower, physical damage.
-Rock Spire Lighthouse: slows enemies down, causes AoE physical damage.
-Send Back Tower: sends enemies back in time (original idea and models provided by Weep, coding is original)
-Arcane Injector: buffs nearby towers with 40% increased magical damage.
-Trash Collector (AKA Meat Grinder): picks up the corpse of fallen enemies, uses them as ammo.
-Tsunami pool: casts crushing wave on enemies, deals AoE magical damage.
-Wind Accelerator: sends a tornado to attack enemies dealing magical damage, slows some* of the enemies down
-Seagul Keeper: sends seaguls to attack targets dealing physical damage.
-Tentacle: deals physical damage in a very low attack range, reducing armor by 20
* Reffers to Wind Affinity, check for Global Mechanics.
1 ship: (ships work like heroes that move around the TD, they use weapons to attack random enemy targets)
-Frigate: works best with physical weapons, has armor reduction.
7 weapons: (for ships only)
-Simple, Advanced and Perfect cannons: deal physical damage, slow attack speed, long range.
-Flak Cannon: deal physical damage, very fast attack speed, short range.
-Shell Launcher: deal AoE physical damage, slow attack speed, very long range.
-Static generator: casts chain lightning on nearby enemies, deals magical damage, long range
-Flame Thrower: ignites nearby enemies in flame dealing magical damage per second, short range.
-Wind Affinity: some of the enemies are vulnerable to wind changes, some more than others, for each level (from 1 to 10) they are more vulnerable to wind slow effects.
-Wave Spree: (not ready yet) Every time a player finishes first the round 3 times in a row an specific dummy creep spawns in it's lane, this creep can't die and takes no life from the player when it walks through the lane, it dies when it finishes the whole path. All damage done to this dummy creep will be taken into account, and when it dies, it spawns an special creep for each enemy with 90% of the damage it took as Max HP, this time it takes 3 life when it finishes the path. This is of course to cause players to kill each other.
What i'm asking from you
Test the map
Read the code