Tower creation system for Tower Defense Game

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12 comments, last by Ogniok 10 years, 3 months ago


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.

- Jason Astle-Adams

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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
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.


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.

We have thought about this already and it will work this way for sure. :)


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 :D

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