Jump to content
  • entries
    21
  • comments
    0
  • views
    1089

Dev Blog: Week 9 - Back to Classic TD

Godboyz

744 views

HELLLLLLLO! It is me Godboy again!! After last week's discussion and development, we have some adjustment made and going down a straight road.

Firstly, light source building restriction mentioned last week's dev blog. We have tried this building restriction but the overall feeling is a bit tedious and not that suitable for a 3D action game, we are pretty sure it will work if it is a top-down tower defense game.

Secondly, removing blockades & reducing the smartness of monsters. We have been trying to balance between TD & Action game, but the conclusion we had was, it is impossible to make a two sided sword, action + TD game, not saying they are mutually exclusive, just that it is impossible to make a perfect action & perfect TD game at the same time. We are planning to make it similar to Dungeon Defenders' TD, plus improved action elements plus Plant VS Zombie's resource management. We hope this combination will challenge classic-TD players and action-game players as well!

Thirdly, R&D!! It is critical for the game to have enough depth and freedom to level-up, research, improve the towers. We are still discussing what the best way to provide sufficient depth for players to enjoy and still within the production scope is. We are proposing a Tech-tree upgrade where you unlock the tech-tree (new units) through leveling and research the upgrade through research points / how many missions it requires to complete. Additionally, upgrading existing units (damage/attack interval), through in-game currency. 

We hope to show you more next week!!

 

Draft concept of resource generator - Harvestor?

harvestor.png



0 Comments


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
  • Advertisement
  • Blog Entries

  • Similar Content

    • By OConquestGame
      Hello there!
      I’m the creator and producer of an upcoming visual novel / video game. 
      My team and I are looking for artists (character and background), writers (experienced in writing relatable characters and witty dialogue), and programmers (familiar with unity and creating mini games). 
      Our team is a group of close friends looking to break the mold of the traditional visual novel and create something new and positive. This game will be highly promoted and be a great portfolio piece. Rates are negotiable!
      If you are interested please contact/message us today! OConQuestGame@gmail.com
    • By Kamal Wafi
      Hi there,
      i recently start learning unity and im working in my first game ,
       
      I was wondering if unity had functions to support the motion control effect (tilting screen to move character) you see
      in doodle jump (which is 2d game) ? If it exists, what are they called? and how it works ?

      Thanks
    • By 3dmodelerguy
      For reference I am use Unity as my game engine and the A* Pathfinding Project for path finding as there is no chance I would be able to create anything close to as performant as that in any reasonable amount of time.
      So I am looking to build a game that is going to have a very similar style as Prison Architect / Rim World / SimAirport / etc. One of the things that I assume is going to effect performance is path finding. Decisions about the game I have already made that I think relate to this are:
      1. While I am going to be using Colliders, all of them will be trigger colliders so everything can pass through each other and I will not be use physics for anything else as it has no relevance for my game
      2. I am going to want to have a soft cap at the map size being 300x300 (90,000 tiles), I might allow bigger sizes but do something like Rim World does in warning the player about possible side effect (whether it be performance or gameplay)
      3. The map will be somewhat dynamic in that the user will be able to build / gather stuff from the map but outside of that, it should not change very much
      Now I am going to build my game around the idea that users would be in control of no more than 50 pawns at any given time (which is something I can probably enforce through the game play) but I am also going to want to have number other pawns that are AI controlled on the map (NPCs, animals, etc.) that would also need path finding enabled. Now I did a basic test in which I have X number of pawns pick a random location in the 300 x 300 map. move towards it, and then change the location every 3-5 seconds. My initial test was pretty slow (not surprising as I was calculating the path every frame for each pawn) so I decided to cache the calculated path results and only update it ever 2 seconds which got me:
      100 pawns: 250 - 450 FPS
      150 pawns: 160 - 300 FPS
      200 pawns: 90 - 150 FPS
      250 pawns: 50 - 100 FPS
      There is very little extra happening in the game outside of rendering the tilemap.
      I would imagine the most pawns on the map at a given time that need path finding might be a 1000 (and I would probably be able to make due with like 500 - 600). Now obviously I would not need all the pawn to be calculation paths every 2 seconds nor would they need to be calculating paths that are so long but even at a 5 second path refresh rate and paths that are up to 10 tiles long, I am still only able to get to about 400 pawns before I start to see some big performance issues. The issue with reducing the refresh rate is that there are going to be cases where maybe a wall is built before the pawns path is refreshed having them walk through the wall but not sure if there is a clean way to update the path only when needed.
      I am sure when I don't run the game in the Unity editor I will see increase performance but I am just trying to figure out what things I could be doing to make sure path finding is as smaller of a performance hit as possible as there is a lot of other simulation stuff I am going to want to run on top of the path finding.
    • By Gas Lantern Games
      Hello!

      I have spent the last year and a half developing a game in my spare time in Unity! I am releasing it soon on Steam. Ant Empire is a strategic remake of some older games. It is influenced by games such as Ant Empire and Civilization.

      I am currently doing a kickstarter to help fund an AI before launch.

      I have attached some images (tried some gifs but they were too large) to show the current stage of Ant Empire, which is nearly completed.







    • By jonwil
      We have an engine based on Direct3D11 that uses ID3D11Device::CreateTexture2D to create its textures passing in whatever format we read from the dds file header.
      We also have a previous version of our engine that uses the DX9 fixed function bump map feature for bump maps. This feature takes bump map textures in U8V8 format as input but it also takes textures in DXT5 and A8R8G8B8 and converts them into U8V8 using D3DXCreateTextureFromFileInMemoryEx in d3dx9).
      Our current D3D11 engine handles the U8V8 textures just fine (I think it feeds it to CreateTexture2D as DXGI_FORMAT_R8G8_TYPELESS) and has some shader code that emulates the fixed function bump map feature without problems. But now we want to add support for the DXT5 and A8R8G8B8 bump maps.
      Does anyone know where I can find code for Direct3D11 (or just plain code with no dependence on specific graphics APIs) that can convert the DXT5 or A8R8G8B8 texture data into U8V8 data in the same way as D3DXCreateTextureFromFileInMemoryEx and the other D3DX9 functions would do? (Someone out there must have written some code to convert between different texture formats I am sure, I just can't find it)
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!