EDIT: Meant to post this in Members' Projects....
So even with the explosion of tower defense games throughout various mediums I still love them. More specifically I love tower defense games on WC3.
Sooo... I spent some time to make a 4 player tower defense game. Typical maze to prevent creeps from reaching the end point deal. One small hitch is that I made the game without the expansion and plan to keep it that way.
It's a cooperative tower defense game and I'm a little drunk but I hope my paint skills explain how creep spawn and pathing works. Red and blue leak to teal and teal leaks to purp. Purps leaks cost lives. Red and blue have full spawns and teal and purp have 3/4 spawns.
There are currently 30 levels or, 6 phases of 5 rounds following this pattern.
1 - Unarmored
2 - Medium
3 - Fortified
4 - Hero (Fast)
5 - Divine (Air)
4 and 5 levels are where you make bunches of gold. 1-3 don't yield much in comparison for spoils.
Here's everything that I haven't done yet or plan on doing soon.
-make the map more interesting visually
-rebalance to maintain more even level difficulty
-add some color to text
-tips
-player leave trigger (this is rly overdue)
-specific incremental gold sharing
-5 more regular levels + 5 boss levels
-more interesting and useful intro
-I got some ideas for the open space above purp. just havent applied anything yet
A lot of my triggers are more literal than they need to be. I realize many of them could be greatly shortened. I'm not afraid of repetition though.
sooooooooooooooooooo lmk if I should keep goin.
So even with the explosion of tower defense games throughout various mediums I still love them. More specifically I love tower defense games on WC3.
Sooo... I spent some time to make a 4 player tower defense game. Typical maze to prevent creeps from reaching the end point deal. One small hitch is that I made the game without the expansion and plan to keep it that way.
It's a cooperative tower defense game and I'm a little drunk but I hope my paint skills explain how creep spawn and pathing works. Red and blue leak to teal and teal leaks to purp. Purps leaks cost lives. Red and blue have full spawns and teal and purp have 3/4 spawns.
There are currently 30 levels or, 6 phases of 5 rounds following this pattern.
1 - Unarmored
2 - Medium
3 - Fortified
4 - Hero (Fast)
5 - Divine (Air)
4 and 5 levels are where you make bunches of gold. 1-3 don't yield much in comparison for spoils.
Here's everything that I haven't done yet or plan on doing soon.
-make the map more interesting visually
-rebalance to maintain more even level difficulty
-add some color to text
-tips
-player leave trigger (this is rly overdue)
-specific incremental gold sharing
-5 more regular levels + 5 boss levels
-more interesting and useful intro
-I got some ideas for the open space above purp. just havent applied anything yet
A lot of my triggers are more literal than they need to be. I realize many of them could be greatly shortened. I'm not afraid of repetition though.
sooooooooooooooooooo lmk if I should keep goin.