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## Tower creation system for Tower Defense Game

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### #1Ogniok  Members

Posted 05 January 2014 - 04:56 AM

In every Tower Defense game you build towers that developers created. In some games, you can choose tower foundation and gun seperatly but it's still not a real tower creation.

Do you think Tower Defense games should give players the posibility to create own towers and then use them on the battlefield? (Like creating own ships in "Leviathan: Warships")
How should it look like? Of which parts should the tower consist?

Edited by Ogniok, 05 January 2014 - 07:03 AM.

### #2TechnoGoth  Members

Posted 05 January 2014 - 11:18 AM

What kind of tower creation do you want if selecting a base and gun aren't tower creation?

Do want a point system were all tower start the same and you can then upgrade fire rate, range, damage, weapon type, and add specials?

### #3Mratthew  Members

Posted 05 January 2014 - 11:24 AM

Its not a bad idea but the design of a tower isn't overly complex (as it is when creating a ship). Other then height, firepower and support or passive skills (as techno mentioned), its kind of like building a character that doesn't move.

That being said I have seen a few 2D app style games that unique branching design systems where players' choose branching expansions to house further weapons and systems to help fight off enemies from up down and either side. Another aspect to explore is the power required to fuel the tower's systems (resource collection and refinement) and maintaining the challenge of a "not in my backyard" mentality of the surrounding (possible growing) population that your tower protects with aesthetic and none practical upgrades.

### #4Ogniok  Members

Posted 05 January 2014 - 12:05 PM

What kind of tower creation do you want if selecting a base and gun aren't tower creation?

I mean that it isn't enough.

### #5AlexiK  Members

Posted 05 January 2014 - 03:10 PM

I think one could use a requirement system for the tower creation. Similar to Space Empires series ship creation, the ships have minimum needs that take space and needs to be fulfilled. A layered grid should be sufficient for a tower. (Imagine houses. Grids are rooms and layers are floors.)

Say a tower needs power supply/intake, a targeting system, rotation engine.

To create a tower, the player must add these required items to complete the creation process. They could easily also have different types. f.ex. one targeting system could be able to aquire targets faster, but would sacrifice range to accomplish it, while another targeting system could do it the other way around.

After the necessary requirements are fulfilled, the player could then proceed to add other items such as armor, weapons, passive stuff, shields.

A method like this is fairly simple and allows for extremely large number of different towers.

### #6powerneg  Members

Posted 05 January 2014 - 05:03 PM

Defender's quest is an RPG with towers.

### #7LorenzoGatti  Members

Posted 06 January 2014 - 03:01 PM

You might explore unusually complex tower designs.

For example, with a more or less isometric view that shows the side of the tower, towers could be upgraded by adding or widening floors and placing independent artillery or snipers on each floor. Different floors could provide different bonuses: short range (more critical hits or more damage) against ground enemies on low floors, greater maximum range on high floors, visibility above the clouds for very high floors, etc.

Omae Wa Mou Shindeiru

### #8mippy  Members

Posted 08 January 2014 - 02:02 AM

If players can build their own towers then you will face some serious balancing problems. Also it's quite stressful to design mid-combat. If I would make designable towers, I would let the players design them out-of-level (between levels). Then they could have a set of tower blueprints which would be implemented in-level.

### #9asvsfs  Members

Posted 08 January 2014 - 09:14 AM

a very important aspect in such games is game control being Deterministic that means player should know what exactly he should expect from what he builds , as in usual TD games you exactly knows what tower does what and in what range and in what shape! well if you design a system that let players to design their own towers its very unlikely to get such result if you do so you are a genius , but just ignore it if you don't have the idea. stick to the fact Determinstic , its like jumping in a platformer game , player doesn't expect character jumping to random height , he expect to jump as high as he wants ( based on time he keeps touching the screen for example).

but you could just limit the idea in very smaller range of possibilities maybe then you could have the enough control over the gameplay

Edited by asvsfs, 08 January 2014 - 09:15 AM.

Posted 09 January 2014 - 03:26 AM

In every Tower Defense game you build towers that developers created. In some games, you can choose tower foundation and gun seperatly but it's still not a real tower creation.

Do you think Tower Defense games should give players the posibility to create own towers and then use them on the battlefield? (Like creating own ships in "Leviathan: Warships")
How should it look like? Of which parts should the tower consist?

As few parts as you can. The number of possible combinations skyrockets the more possibilities you add...and that's a lot of content to develop and test.

Let's say a tower can have:

• 5 types of foundation
• 5 types of ammunition
• 5 types of armor
• 5 types of gun barrel

That means there are 54 different possible towers the player can make. That's 625 possible combinations. If you add another slot with 5 options, that becomes 55 or 3,125 combinations. As you can see, this scales up pretty fast.

Posted 09 January 2014 - 03:44 AM

If I would make designable towers, I would let the players design them out-of-level (between levels). Then they could have a set of tower blueprints which would be implemented in-level.

That could certainly work as a possible implementation -- I'd like to try it! -- but alternatively you could try to reduce the pressure in game by reducing other choices, presenting a smaller play-field, or perhaps using a turn-based approach or some system where changes can be made whilst the game is paused.

If we consider a traditional set-up where "creeps/monsters/bad-guys" attack in waves, we could perhaps separate the game into two phases based on this -- you would have a short period of time between waves in which you can design or enhance towers.

### #12mippy  Members

Posted 09 January 2014 - 05:04 AM

In every Tower Defense game you build towers that developers created. In some games, you can choose tower foundation and gun seperatly but it's still not a real tower creation.

Do you think Tower Defense games should give players the posibility to create own towers and then use them on the battlefield? (Like creating own ships in "Leviathan: Warships")
How should it look like? Of which parts should the tower consist?

As few parts as you can. The number of possible combinations skyrockets the more possibilities you add...and that's a lot of content to develop and test.

Let's say a tower can have:

• 5 types of foundation
• 5 types of ammunition
• 5 types of armor
• 5 types of gun barrel

That means there are 54 different possible towers the player can make. That's 625 possible combinations. If you add another slot with 5 options, that becomes 55 or 3,125 combinations. As you can see, this scales up pretty fast.

Yeah this is my concern as well. A workaround is a tree model for upgrades rather then the block structure:

- Light foundation
- Rapid fire
- fire ammunition
- ice ammunition
- Sniper shot
- fire ammunition
- ice ammunition
- Heavy foundation
- area damage
- bombardment
- area effect
- slow
- weaken


### #13StainedPupil  Members

Posted 09 January 2014 - 08:10 AM

Interesting Comments. It's fun to see the different Ideas.

While you could make the creation as user friendly as possible (Prefab bases, guns, defenses) I personally would like to see it more as a Lego (or Minecraft) type of creation.

You could have a predetermined number of blocks (bricks) each with their own characteristics to create your towers. They could have a HP value and a Defense value.

So you have to decide if you build one massive high HP tower and leave low hp blocks for the rest of the towers you need, or a more balanced distribution.

You could have a tower with higher defense on one side or balance the defense all around it.

Then you can add different factor in the tower creation.

1- The tallest it is, the longer the range

2- Put holes in the side: The number of holes = The number of weapons you can put inside.

3 -The hole direction : The way the weapon can shoot.

4- The hole size : The type of weapon that can be used it it.

5- Larger towers might have more HP and DEF (blocks) but could be placed in fewer spots.

You could come from the same principle out of the weapons that could determine the rate of fire, reloading time and/or clip size, and range and design the ammo as well : type, damage, elemental attribute, range modifier, etc...

I'm sure you could all come with additionnal ideas on that concept as well.

### #14Ogniok  Members

Posted 09 January 2014 - 11:34 AM

If I would make designable towers, I would let the players design them out-of-level (between levels). Then they could have a set of tower blueprints which would be implemented in-level.

As few parts as you can. The number of possible combinations skyrockets the more possibilities you add...and that's a lot of content to develop and test.

Yes, we are aware of that

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