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Lf2 Defender
#11
(03-11-2014, 10:09 PM)Bamboori Wrote:  interesting.
especially because i never finished my lf2 tower defense beyond planning phase
I had many thoughts about creating lf2 td, but I eventually came out with the most easy solution.

(03-11-2014, 10:09 PM)Bamboori Wrote:  how and what kind of "towers" will you make? will there be playable hero characters who can actively attack the troops and stuff?
I think I'll go with controlable hero - moving swiftly, using mainly low ranged spells, and sometimes getting damaged/slowed/stunned by the enviroment. Sometimes he could use some help from turrets. Hunters and sorcerers? Maybe some melee ones?
The mechanisms are not so clear yet, still it's worth to work over the base.


(03-11-2014, 10:33 PM)Blue Phoenix Wrote:  Haah, this is pretty cool. I really like this character-style. If you plan on letting others help you with them, you might want to offer them a template, though; to match styles a little easier.
Like I said in the first post - this is just a simple test-graphic. I would gladly change the style, as much as it's needed. If anybody has an idea and wills to help we can stick to his style. BTW. weird, that nobody is intrested in helping xD. Where are our spriters now?

(03-11-2014, 10:33 PM)Blue Phoenix Wrote:  Something which could be improved (programmatically) is the z-position of the characters. It becomes really obvious when the Bandits overtake Marks and trample on their chest, head, etc. Essentially, the lower the y-coord, the further behind the z-layer. Could be some 1:1-mapping :D
So many things are there to be written from now. The indexing (front/behind) is not entirely implemented yet, I've just c+p some 'student' code I've made earlier (which is buggy). We will be slowly going forward. For now the most important thing is to create moving + collision detecting system.


I thought somebody could be intrested in progress so here it is:
http://www.fastswf.com/WOP8H5M
+Added playable character (much to improve there yet) and ITR detecting system.
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#12
Version 0.06
+ Fixed bugs with dmg detecting
+ Created projectiles
+ Added new parameters (won't change much in gameplay for now) to units
+ Added vector pushing (not implemented in gameplay though)
+ Added slowing units (not implemented in gameplay though)
http://www.fastswf.com/-3VgnL8

More about the game.
I plan to make this game rogue - like.
First of all I plan to create random maps. The design of level will remain the same (like 1st map lion forest, second prison...) but the waypoints of enemies and the waves themselves will be different (more or less) every time you play. But let's get to the start of round)
You pick on a character, and u start with several attributes like: dmg, hp, movement speed, projectiles speed, projectiles range, magic resist, physical resist. Also some of them will have piercing projectiles (like deep), some will shoot them really fast, other will shoot few at once...
There will be a chance for dropping an item, when enemy dies. Some of them will be stackable, some of them will be usable, and some of them will be replecable.
The stackable ones will usually give you minor buffs for your attributes (speed, dmg, hp), while the other will give huge boost, which can be used once per wave for example.
Some of items and characters will be initially locked and you will need to unlock them, by doing ingame achivements.

I still need a graphic for characters and backgrounds! We can change the style entirely and work on with something brand new (for example pixel art!).
Spamming the thread, just to show that I'm actually working pretty hard over this.
Version 0.1
+ Expanded creating level script
+ Added critical strikes system
+ Projectiles now get a little of shooter's speed (goes up/down when ur going up/down etc)
+ Enemies now can die
+ Added indexing (front/back)
+ Added shadows
http://www.fastswf.com/amr0Sr0
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Thanks given by: LutiChris , Bamboori , A-Man , mfc
#13
Hey, this really looks promising! I thought it is going to be something like Balloon tower defense, which is fun when you start, but gets boring as you go. But now that I see that we're going to have more control over our characters (hopefully, that wasn't just for a test?), I am really excited for this. You've mentioned that your character are going to have HPs, but how do you plan to have the enemies attack?
Oh and care to explain how that critical strikes system work? I seem to do the large slash randomly everyone in a while.

Keep it up XD!
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#14
(03-14-2014, 04:13 AM)A-MAN Wrote:  I see that we're going to have more control over our characters (hopefully, that wasn't just for a test?),
The control system is going to remain the same. I believe.
You will also be able to put on some 'towers'. Hunter, Sorcerer, Monk and Knight might work at your service, when you pay them enough money. Just like in every tower defense game.

(03-14-2014, 04:13 AM)A-MAN Wrote:  I am really excited for this. You've mentioned that your character are going to have HPs, but how do you plan to have the enemies attack?
I want them to attack just by touching you. At least in case, when then dont fire blasts at you.

(03-14-2014, 04:13 AM)A-MAN Wrote:  Oh and care to explain how that critical strikes system work? I seem to do the large slash randomly everyone in a while.
Thought it's clear, since it works like in most of games.
Playable characters has its stats like HP, speed, luck or exactly critical strike chance (deep's critical strike is 10% at start). Whenever you attack you got a chance to plant a critical shot. Also the you can improve your critical strike bonus dmg and other crit projectile values.

(03-14-2014, 04:13 AM)A-MAN Wrote:  Keep it up XD!
Thanks for feedback and commenting!

Ok another update. Hundrets of codelines are comming.

Version 0.2
+Added gold system (not usable though yet)
+Enemies now can hurt you (no dying involved though)
+Added turrets mechanisms
+Popups are now showing whenever usunal thing appears.
http://www.fastswf.com/r-lCtbg
Version 0.3
+Added custom cursor
+Added hiring 'turrets' (for now only hunter avaible)
http://www.fastswf.com/J3O_Fdk
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#15
you should make the hunter in the left more reality :v , and maybe make the bandit( runner) can attack to the tower with a small range :v , that will make it more interesting
I am a kid from VN so sorry for my bad english :p
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#16
(03-14-2014, 03:42 PM)Tankai Wrote:  you should make the hunter in the left more reality :v ,
The sprites are clearly provisional, I'm going to make animation for each direction, don't worry. I've been using this just to write the code.

(03-14-2014, 03:42 PM)Tankai Wrote:  and maybe make the bandit( runner) can attack to the tower with a small range :v , that will make it more interesting
Yeah. To draw player away from putting mercenaries on the road I'm gonna make them vulnerable to every walking unit.
Bandits and marks will deal dmg on touch.
Version 0.4
+Remade Mark sprites (cause I had to, they deleted somehow xD)
+Added item system
+Added Hud with all stats on right

http://www.fastswf.com/PufblyE
Version 0.45
+Edited boost item sprites and appearing effect
+Now enemies have various sizes. The bigger enemy the stronger he is.
http://www.fastswf.com/AiAetcY
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#17
Version 0.5
+Added boost buying
+Fixed some bugs
+Changed bg
http://www.fastswf.com/ERiXryc
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#18
So I tested it. Plays good! A major problem is the difficulty level. The grunts are just weak that all I had to care about is collecting the goods (which I might even leave them alone, collect the items, and get back to killing them in the last second). I didn't even have to hire a hunter.

A suggestion: How about characters having stamina? Deep shooting forever simply by holding the buttons is kinda cheap; not sure as this is how most tower defense games work. Also, are you planning to do left, right and back sprites for hunter? Cuz it would be lame if all the sprites are as smooth, and hunter having arrows that flies from the side when he is shooting forward.
Also, please don't forget the awarding scoring system for the competitive play. I really liked how it worked for your older tower jumping game.

I might have rushed with the critiques that you're still not done with the game's base, and I am sorry if I did.

I like the idea of the enemies having different sizes according to their power btw.

Keep it up Gad!!

Edit: A suggestion for Jan as a support to hire:
How about spewing magic energy balls the same way you made it in the tower jumping game, but instead of the balls chasing the enemy, it would follow the cursor instead (?)
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#19
(03-15-2014, 05:43 PM)A-MAN Wrote:  So I tested it. Plays good! A major problem is the difficulty level. The grunts are just weak that all I had to care about is collecting the goods (which I might even leave them alone, collect the items, and get back to killing them in the last second). I didn't even have to hire a hunter.
That's, true, but I just didn't manage to make balanced waves generator. For now 'we' are using a simple test waves, it's true - they don't require much attention.

(03-15-2014, 05:43 PM)A-MAN Wrote:  A suggestion: How about characters having stamina? Deep shooting forever simply by holding the buttons is kinda cheap; not sure as this is how most tower defense games work.
I though of that, but last time i've been doing these things, the difficulty was rising rapidly, when I had to face a little more demanding enemies.
Believe me - things will get hard and uncheap when you will be forced to dodge all the enemy projectiles and debuffs.

(03-15-2014, 05:43 PM)A-MAN Wrote:  Also, are you planning to do left, right and back sprites for hunter? Cuz it would be lame if all the sprites are as smooth, and hunter having arrows that flies from the side when he is shooting forward.
(03-14-2014, 03:45 PM)Gad Wrote:  
(03-14-2014, 03:42 PM)Tankai Wrote:  you should make the hunter in the left more reality :v ,
The sprites are clearly provisional, I'm going to make animation for each direction, don't worry. I've been using this just to write the code.

(03-15-2014, 05:43 PM)A-MAN Wrote:  Also, please don't forget the awarding scoring system for the competitive play. I really liked how it worked for your older tower jumping game.
I'm planning to do standard campaign and also a survival mode. I believe that last wave number will be a fair enough score to be beaten.


(03-15-2014, 05:43 PM)A-MAN Wrote:  Edit: A suggestion for Jan as a support to hire:
How about spewing magic energy balls the same way you made it in the tower jumping game, but instead of the balls chasing the enemy, it would follow the cursor instead (?)
Would be ok, as long as u have three hands. Both are already used for walking and blasting, and I can't think of using my leg for mouse controlling.
To make the game arcade-like I'd suggest making her shoot healing projectiles (big and slow enough to catch them easly) forwardly.

(03-15-2014, 05:43 PM)A-MAN Wrote:  I might have rushed with the critiques that you're still not done with the game's base, and I am sorry if I did.
Thanks for the support. I really appreciate your critique. It fires me up to further work.

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#20
The curved map design is counterintuitive for an isometric game. I know a map without such curves is easy and straightforward, but what's the point of playing a game whose mechanics use straight paths if the game's challenge does not? I've played Dungeon Defenders, which has a similar idea to this. However, the character's defenses were much more flexible in their placement and use with simple things such as the unit focusing on a single unit until it goes out of range. Just watch the game. I'm sure it'll help with making your game. The Hunter doesn't have much use now; the only good placement it has is close to the start because that is where he can potentially hit the most enemies. The player will easily be overrun within the first couple of waves because Deep cannot get strong fast enough to handle all the burden.

Edit: The difficulty I speak of doesn't come from the enemies, by the way. Too many curves for a map to have any tactical play whatsoever.
I like the way you made powering up, by the way. Beats leveling up.
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