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Tower Defence game sans war element

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I'm a big fan of COC and similar Tower Defence + RPG strategy games like PvZ.
I've been trying to design a strategy game for the casual audience very similar to COC but simple like Plants Vs Zombie!
Because I want a game with COC game mechanic without WAR element.
 
A simple concept that I came out with was a TD styled game where players had to feed incoming zombies with pizza and convert them to normal humans! But think it's NOT that fun.
 
Can anyone help me with an idea about a TD + RPG + Strategy game without WAR element?
 
Thank n Regards,
Would be helpful! 

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Maybe a lemmings like affair, where you're trying to steer the flow of cute animals away from some disaster that they're all  inexplicably drawn to.

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Sounds more like you want a story/character then being in need of mechanics.

 

That said, for non-war you could make the towers refugee camps and the monsters refugees that need to be taken in before they overwhelm the cities

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A conveir (not sure how to write this).

Or something like Mcdonalds. You receive bread (attacking) and place towers with butter, cream, sausage, ketchup. The result should be sandwiches or different types of foods: duners, sandwiches, pancakes etc and depends on how much food contains each of them on the exit you receive a bonus.

Haha. Seriously I think it will be interesting.

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I feel like zombies in the media are starting to die off (hah), but there are always spinoffs of life simulation games popping up. Restaurants, farms, celebrities, etc. So your pizza idea might still work out or even something weird like a celebrity fending off paparazzi. But I think you have to differentiate yourself via the mechanics involved, the shop items, and how easy it is to progress in the game without buying anything. That's what will make it fun and differentiate yourself from the rest of the market. 

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The war theme in tower defense goes hand in hand with the basic TD game mechanic of towers doing something to enemies (mostly shooting them) until they cease to exist, and with the corresponding player feedback of seeing rapidly shrinking health bars and the like. Monitoring enemy health is a necessary performance measure that guides tactical estimates of whether the enemies are being hurt fast enough, tower construction and enhancement and use of special attacks.

 

Destroying enemies wholesale is the key element I'd try replacing, for example with simply stopping or delaying them (which allows player feedback to consist of enemy positions and status markers and timers, without health bars):

  • Perimeter defense against mosquitoes or flies in a summer evening. Towers that create soft forbidden zones (e.g. perfumed candles), directional air blowing to push insects back, lamps to attract them, various types of barriers, and of course many lethal options like spider nets, automated laser arrays, zapping or sucking traps, insect-eating birds and insects, etc.
  • A rather full-contact fantasy sport in which the offense team tries to have one of them go from A to B as fast as possible and the defense team tries to slow them down. Towers and attacks would hurt or daze or knock over enemies to disrupt movement, stop them into place, make them slide (into obstacles or off the road if possible), directly push or teleport them away, etc. Strategy would be about optimizing obstacles and making the enemy team pile up at choke points; a sub-game of attacking and repairing the towers would fit well with a team sport setting (the offense team fields specialists to support a few runners that are meant to reach the goal).
Edited by LorenzoGatti

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I think there's two basic ways to go.  One is to replace the basic mechanic of "whittle away at HP until the enemy ceases to exist" with something else entirely, like Lorenzo is saying.  Especially "positioning", which is something you already need anyway.

  • In general I like the idea of strategy games in general where misdirection and other positional hijinks replace the idea of "damage".  For example, imagine a freeform TD where your towers spin enemies around, make them slip past an important turn, freeze them temporarily, catapult them over the base, stuff like that.  Like say I'm defending something against mischievous but otherwise inoffensive creeps, like monkeys or something.  I don't want to *murder* them for wanting my bananas or whatever -- they don't want to murder me, they just want a banana, throwing grenades is a bit of a disproportional response!  But there's lots of comic mischief I could do in return.

The other ideas keep the basic mechanic and flip it to the idea of "benefit" rather than "harm", like trying to fill a satisfaction meter until the creep is fully satisfied.  Some more themes for the latter, beyond the many good ones already above:

  • Kaiju monsters approaching a city, but instead of killing them you're trying to feed them so full of enormous, house-sized desserts that they don't want to eat your citizens anymore.
  • Something like Theme Hospital (but linearized and simplified like a tower defense), where sick people are streaming through your hospital and you have to try to cure each one before they leave the hospital.
  • The above with more cute potential: scraggly dogs and/or cats travel through your grooming spa, and you succeed if they're gleaming adorable puffballs by the end.
  • A refueling game like Airport Mania, but again linearized and simplified.  Maybe robots returning to their birth factory to be recharged and occasionally fixed and cleaned.  You're shooting electricity at them, the same way you might in a tower defense game, but they're enjoying it and leave when they're satisfied :)

Anyway, good luck!  I'm always looking for more strategic or RPG-like games (casual or otherwise) that don't have a violence theme :)

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How about trying to get masses of schoolchildren ready for the bus?  You're a {teacher|parent} and they're coming at you en masse with a deadline and a dose of sugar.  Backpacks, coats, mitts, boots, lunches all need to go on, and the right bus has to be boarded.  Proplems is the kids have the attention span of a gnat and wander all over, sometimes dropping whatever yougave them.

 

Advanced levels can include bullies and projectile vomit.  Just like real life.

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How about 'thievery'  instead of war - the 'criminals'  try to steal the blocks that make your tower and walls  and YOU (the owner) try to prop it all up and thwart the thievery (while you try to 'acquire' from others ...)

 

take some away and good stuff starts to leak out

take alot and the thing collapses spilling oodles of goodies

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