Welcome, Guest. Please login or register. Did you miss your activation email?

Author Topic: Tower Trouble  (Read 7571 times)

0 Members and 1 Guest are viewing this topic.

N1ghtly

  • Jr. Member
  • **
  • Posts: 96
    • View Profile
Tower Trouble
« on: January 09, 2013, 11:43:23 am »
Introduction
Hi, I'm back with a new project. It's been a while and i'm developing this mainly to prevent my brain from rusting :p. It's (obviously) developed with C++ and SFML. Most of the core gameplay is done, now I need to work on balancing the game and finding sprites for the towers and enemies.

Tower Trouble
Tower Trouble is a classic Tower Defense game. It will feature maps with multiple routes and flying enemies. I have yet to decide on what sort of towers will be used, so far they all shoot bullets.

I've been working on this for little over two weeks now, you cans see the progress here:
Beta 1
Beta 2
Beta 3
Stress Test

Latest update
- Towers now cost gold (which is earned by killing enemies)
- Had a go at the menu
Beta 4


Suggestions
Please feel free to leave a comment or suggest features :)

Cheers,

Xander
« Last Edit: January 12, 2013, 09:20:26 pm by N1ghtly »

Sui

  • Jr. Member
  • **
  • Posts: 67
    • View Profile
    • http://www.suisoft.co.uk/
Re: Tower Trouble
« Reply #1 on: January 09, 2013, 12:06:33 pm »
It's quite surreal with the country music! (Like it).

Maybe the attackers could show how damaged they are, perhaps by showing damage on the sprites? When you have more varied gun turrets this would be useful to see how effective the weapons are on different kinds of attackers.
Gary Marples, Developer of games and other stuff.
www.suisoft.co.uk/games/BlogTwitter

Lo-X

  • Hero Member
  • *****
  • Posts: 618
    • View Profile
    • My personal website, with CV, portfolio and projects
Re: Tower Trouble
« Reply #2 on: January 09, 2013, 06:45:54 pm »
There's still a lot of work, but that seems very nice =)

I think you planned this but : or I am blind, or I did not see the money you have.

N1ghtly

  • Jr. Member
  • **
  • Posts: 96
    • View Profile
Re: Tower Trouble
« Reply #3 on: January 09, 2013, 10:12:40 pm »
It's quite surreal with the country music! (Like it).

Maybe the attackers could show how damaged they are, perhaps by showing damage on the sprites? When you have more varied gun turrets this would be useful to see how effective the weapons are on different kinds of attackers.

Yes, I think hp bars for all attackers would a bit clunky, so I'm plaaning showing the damage using the sprites. Perhaps an overlay that turns to red the more damaged an enemy is?

I think you planned this but : or I am blind, or I did not see the money you have.

Haha, well spotted! It's implemented by now however :)

grimmreefer

  • Jr. Member
  • **
  • Posts: 91
    • View Profile
    • Email
Re: Tower Trouble
« Reply #4 on: January 10, 2013, 07:36:49 am »
Very nice, i also used this Tileset for one of my "Games".
How did you make the Pathfinding, did you use the A*    algorithm?

N1ghtly

  • Jr. Member
  • **
  • Posts: 96
    • View Profile
Re: Tower Trouble
« Reply #5 on: January 10, 2013, 05:27:48 pm »
No, my maps are created with Tiled and I use polygon lines to set the path of my enemies. In my opinion using A* would be overkill.

http://i47.tinypic.com/29j3iv.png

eXpl0it3r

  • SFML Team
  • Hero Member
  • *****
  • Posts: 10930
    • View Profile
    • development blog
    • Email
Re: Tower Trouble
« Reply #6 on: January 10, 2013, 05:49:37 pm »
In my opinion using A* would be overkill.
Why? And what are you using then? :)
Official FAQ: https://www.sfml-dev.org/faq.php
Official Discord Server: https://discord.gg/nr4X7Fh
——————————————————————
Dev Blog: https://duerrenberger.dev/blog/

Lo-X

  • Hero Member
  • *****
  • Posts: 618
    • View Profile
    • My personal website, with CV, portfolio and projects
Re: Tower Trouble
« Reply #7 on: January 10, 2013, 05:56:15 pm »
In my opinion using A* would be overkill.
Why? And what are you using then? :)

I think the path is pre-defined and as you can't build on the way, such an algorithm would be time-waste unless there's a learning purpose.

I dunno how the game is coded, but I would have done the same choice

eXpl0it3r

  • SFML Team
  • Hero Member
  • *****
  • Posts: 10930
    • View Profile
    • development blog
    • Email
Re: Tower Trouble
« Reply #8 on: January 10, 2013, 05:59:45 pm »
I think the path is pre-defined and as you can't build on the way, such an algorithm would be time-waste unless there's a learning purpose.
Makes sense if you think about for longer than a second. ;D
Official FAQ: https://www.sfml-dev.org/faq.php
Official Discord Server: https://discord.gg/nr4X7Fh
——————————————————————
Dev Blog: https://duerrenberger.dev/blog/

Lo-X

  • Hero Member
  • *****
  • Posts: 618
    • View Profile
    • My personal website, with CV, portfolio and projects
Re: Tower Trouble
« Reply #9 on: January 10, 2013, 06:40:54 pm »
I think the path is pre-defined and as you can't build on the way, such an algorithm would be time-waste unless there's a learning purpose.
Makes sense if you think about for longer than a second. ;D

This is also the lazy option, but I'm not supposed to say that :p

Sui

  • Jr. Member
  • **
  • Posts: 67
    • View Profile
    • http://www.suisoft.co.uk/
Re: Tower Trouble
« Reply #10 on: January 10, 2013, 06:54:55 pm »
Makes sense if the enemies can't influence the map by destroying stuff.
Gary Marples, Developer of games and other stuff.
www.suisoft.co.uk/games/BlogTwitter

Gan

  • Jr. Member
  • **
  • Posts: 98
    • View Profile
Re: Tower Trouble
« Reply #11 on: January 10, 2013, 08:17:22 pm »
That's way cool.
The stress test made me laugh.

N1ghtly

  • Jr. Member
  • **
  • Posts: 96
    • View Profile
Re: Tower Trouble
« Reply #12 on: January 12, 2013, 09:21:04 pm »
I uploaded another video!
I added gold and had a go at the menu :)