Author Topic: Tower Defense  (Read 7171 times)

FreshDumbledore

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Tower Defense
« on: 19 May 2014, 23:18:00 »
Tower Defense is a techtree trying to bring the fun and actionpacked gameplay of Tower Defense to MegaGlest.

I started to work on the mod on 2014/05/13.
The 'Staff' working on it currently is: Jammyjamjamman working on graphics, Magister working in balancing changes and me.

There are two factions, Attackers and Defenders.
Requirements for food or housing are removed on both - you can focus on the battle.

- Defenders
Defenders aim for defending their base with a variety of towers they can build while attackers try to take this towers and the defenders base down.
Defenders can win with extending the area they conquered by towering further, up to the attackers base, or by defending as long until they can afford a huge tower that literally ends the game.
Towers are divided in 4 levels with increasing strength on each. Levels need to be researched (pretty expensive and takes some time for advanced levels, but worth it).

- Attackers
Attackers can build melee units when the game begins and can decide by research which units they want to go on later. The production is simple, the producing buildings got this names:
build melee
build ranged
build nonhuman
build mechanics
build air
build special

Therefore, if you want to do air units you just need to do the required research and build that building.

STATE as of 20140602
We are making good progress; the Mod is being developed on github: https://github.com/FreshDumbledore/MG_TowerDefense/
The latest version can always be found here (for local testing games): https://github.com/FreshDumbledore/MG_TowerDefense/archive/master.zip
If you want to play online make sure all players are up to date / CRC matches.

STATE as of 20140703
Defender System has been reworked to a morph-system that allows greater flexibility (you can morph a tank-tower back to selection and then to damage or splash for example, or morph it up to the next level)
Also some models have been reworked,
the new style for defender base (based on munchy mod):
(click to show/hide)
Towers will also be reworked to a sci fi style.
We could need help for creating icons and editing models and textures.

Some screens:
(click to show/hide)
(click to show/hide)
(click to show/hide)
(click to show/hide)

LATEST PATCHNOTES (we changed stuff every here and then so its just the most important changes):

* Attackers can reveal the map for 30 seconds with a 'sight' button on castle each 5 minutes / castle (EP cost)
* Towers can be multi-selected and you can target enemies directly
(this causes fancy - unwanted - rotation of most towers. looks a bit silly on some of the models. im afraid it has to stay if we want to keep targeting)

Enjoy
« Last Edit: 4 July 2014, 02:32:37 by FreshDumbledore »

Jason

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Re: Tower Defense
« Reply #1 on: 21 May 2014, 10:52:27 »
Hi FreshD

Wow! This is quite a good mod! I've played it a few times, I have to say I like it. It seems well made, and I like the concept. It's well balanced, as the attackers attack when the defenders have good defences. I also like how you have included the sci-fi turrets to it  :).  Keep it up!  :) ;)

FreshDumbledore

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Re: Tower Defense
« Reply #2 on: 21 May 2014, 19:24:21 »
Thanks Jason!
If anyone wants to point out that i missed a unit i should include (good attacker or defender) or has any other improvement idea, speak up
Enjoy :)

Magister

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Re: Tower Defense
« Reply #3 on: 31 May 2014, 14:54:59 »

titi

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Re: Tower Defense
« Reply #4 on: 6 June 2014, 01:30:30 »
Here the new freeze tower/snow cannon you wanted:

http://titi.megaglest.org/tmp/freezer/
( update: build and die animation added )
Anim speed should be something like 60
and add some unit particles to:
-  let the teamcolor lamp "glow"
- let some "snow" particles fly around in the ventilator.


« Last Edit: 6 June 2014, 13:32:03 by titi »
Try Megaglest! Improved Engine / New factions / New tilesets / New maps / New scenarios

FreshDumbledore

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Re: Tower Defense
« Reply #5 on: 3 July 2014, 22:00:27 »
new flamethrower texture coming in thanks to our main gfx artist jammyjamjamman..
(click to show/hide)
what it looks like ingame:
(click to show/hide)
« Last Edit: 4 July 2014, 02:33:11 by FreshDumbledore »

FreshDumbledore

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Re: Tower Defense
« Reply #6 on: 4 July 2014, 02:30:07 »
and more eyecandy.. what it looks like to win the game for defender faction :)
(click to show/hide)

some out of the 34 units attackers can attack with..
(click to show/hide)
ever seen a ballista hauled by a reindeer?
« Last Edit: 4 July 2014, 02:44:41 by FreshDumbledore »

FreshDumbledore

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Re: Tower Defense
« Reply #7 on: 4 July 2014, 21:22:26 »
we implemented a research/upgrade progress bar filling with upgrade progress ..
(click to show/hide)

kagu

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Re: Tower Defense
« Reply #8 on: 5 July 2014, 22:24:41 »
The last feature is pretty amazing and very helpful , this should be in all mods and all progresses like producing worker etc ..
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FreshDumbledore

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Re: Tower Defense
« Reply #9 on: 5 July 2014, 22:30:44 »
its very easy to do with the anim-progress-bound tag, which exists for most skills.

anim-progress-bound
A MegaGlest and GAE only value that, if true, will lock the animation speed to the progress of the unit as it builds. Thus, when the unit is half built, the animation would be halfway through, etc. This will override any specified animation speed and if not used, the entire tag may be omitted.


FreshDumbledore

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Re: Tower Defense
« Reply #10 on: 6 July 2014, 12:01:23 »
OMG this robots shoot l4z0rs out of their eyes to build and repair :-O
(click to show/hide)

Magister

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Re: Tower Defense
« Reply #11 on: 9 July 2014, 11:28:39 »
I added music by Gregoire Lourme that means Pirates Sword Fight http://www.jamendo.com/en/track/973246/pirates-sword-fight-action for attackers and Revenge assault http://www.jamendo.com/en/track/1010823/revenge-assault for defenders. I hope you'll like it :D

FreshDumbledore

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Re: Tower Defense
« Reply #12 on: 23 August 2014, 02:21:46 »
We took a break for a while and are back and rolling now since a few days again.

New features:
* Each defender has a scout unit which can not be attacked / is ignored by CPU
* A lot of new / reworked Towers, going sci fi in the overall defender design
* The attacker research system is more complex since a while
=> You need to research ranged and then nonhuman or mechanic which unlocks air or special units.. So you can kinda decide if you want:
A) nonhumans + air
B) nonhumans + special
C) mechanics + air
D) mechanics + special

we also added more progress bars and other fancy stuff.

Ishmaru

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Re: Tower Defense
« Reply #13 on: 23 August 2014, 03:56:24 »
I added music by Gregoire Lourme that means Pirates Sword Fight http://www.jamendo.com/en/track/973246/pirates-sword-fight-action for attackers and Revenge assault http://www.jamendo.com/en/track/1010823/revenge-assault for defenders. I hope you'll like it :D

Gregorie Lourme is awesome, I used some of his tracks for Annex 4.0 as well!
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kagu

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Re: Tower Defense
« Reply #14 on: 27 August 2014, 17:32:41 »
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Ishmaru

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Re: Tower Defense
« Reply #15 on: 27 August 2014, 22:43:38 »
Ha ha EML turrets are tiny compared to the other turrets.  ;D
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jammyjamjamman

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Re: Tower Defense
« Reply #16 on: 28 August 2014, 00:14:19 »
Here's a new video showing TowerDefense coop vs cpu gameplay with me, alket, lyra (ctz) and FreshDumbledore (no special editing):

https://www.youtube.com/watch?v=Yj4_YShMbSk

Enjoy the squares! :-)

New HD video uploaded! But the game has changed quite a bit since I recorded this (see alkets videos)
« Last Edit: 21 September 2014, 22:49:59 by jammyjamjamman »
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galaxy

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Re: Tower Defense
« Reply #17 on: 8 September 2014, 15:04:56 »
Hi,
After a couple of games with this tech, I have the following notes;
1- Good addition to the game, new idea (especially Defender)'
2- The music could've been better for both attacker and defender.
3- There is something wrong with playing against computer. Its easy to beat cpu 4.9 when playing attacker against defender cpu 4.9 or  the opposite.  Map was "Paraiso Br". Normally I can not beat cpu 4.0 on this map with any of Megapack.

Congrats  :thumbup: and best regards  :)

FreshDumbledore

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Re: Tower Defense
« Reply #18 on: 8 September 2014, 16:09:21 »
Thx for the Feedback! Cpu can not handle defenders at the noment (and without mahor changes probably wont learn it ever). They do an okay job as attackers, but its most fun human vs human.

Magister

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Re: Tower Defense
« Reply #19 on: 8 September 2014, 16:40:40 »
Hi,
After a couple of games with this tech, I have the following notes;
1- Good addition to the game, new idea (especially Defender)'
2- The music could've been better for both attacker and defender.
3- There is something wrong with playing against computer. Its easy to beat cpu 4.9 when playing attacker against defender cpu 4.9 or  the opposite.  Map was "Paraiso Br". Normally I can not beat cpu 4.0 on this map with any of Megapack.

Congrats  :thumbup: and best regards  :)


Ad2: :D My first Idea was never give up by everlasting dream (  https://www.jamendo.com/en/track/1025622/never-give-up  ) but license don't allow using it the way we wanted to. (I doubt previous sentence makes any sens) If you find something better tell me (e-mail or post here) but license needs to be CC-BY-SA . :D

kagu

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Re: Tower Defense
« Reply #20 on: 8 September 2014, 17:14:18 »
When this mod will be released as final ?
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FreshDumbledore

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Re: Tower Defense
« Reply #21 on: 8 September 2014, 17:17:03 »
Not soon and what difference would it make anyways? All people that want to play it are able to already.

kagu

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Re: Tower Defense
« Reply #22 on: 8 September 2014, 17:18:14 »
david123 can't play it.
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FreshDumbledore

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Re: Tower Defense
« Reply #23 on: 8 September 2014, 17:21:01 »
because he is to lazy to use git, thats not really a problem of the mod

kagu

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Re: Tower Defense
« Reply #24 on: 21 September 2014, 19:09:19 »
A video of me and FreshD playing TD
https://www.youtube.com/watch?v=IcmsFi6UYH8
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