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#1

Tower Defence (Input Needed)

Archive: 17 posts


What the title says really.

I have a tower defence level in the build at the moment, and it's going pretty well, so I'm putting it to you for suggestions. It's going to be a top down TD, think Bloons Tower Defence.

What would like to have in a TD game:


I already have a few ideas running around so here's the list so far.

The Towers:
Ground to Ground - Basic tower, Basic upgrades.
Ground to Ground - More powerful, Does not auto-aim, Basic upgrades.
Ground to Ground X2- More powerful ground unit, Basic upgrades.
Ground to Air - Basic anti-air tower, Basic upgrades.
Ground to Air X2 - More powerful anti-air tower, Basic upgrades.
Freeze tower - Freezes enemies, Basic upgrades.
(Depending on thermo there may be more or less)

So any suggetions are very welcome. Especially regarding how the player controls the game, I'm leanng towards point and grab controls since they will be easiest.

Cheers Will
2010-06-17 04:01:00

Author:
SR20DETDOG
Posts: 2431


I can't wait! I loved Bloons Tower Defense! But this sounds BETTAH!2010-06-17 04:49:00

Author:
JspOt
Posts: 3607


I can't wait! I loved Bloons Tower Defense! But this sounds BETTAH!

I'm not sure if it'll be better, well at least not better then number 4 anyway. It'll be the thermo that really limits how good it'll be

I'm going to have to try really hard to keep it down.
2010-06-17 06:50:00

Author:
SR20DETDOG
Posts: 2431


I'm not sure if it'll be better, well at least not better then number 4 anyway. It'll be the thermo that really limits how good it'll be

I'm going to have to try really hard to keep it down.

Yeah, 4 was a shocker...
Maybe I could help? And will there be something like the MOAB?
2010-06-17 06:54:00

Author:
JspOt
Posts: 3607


Yeah, 4 was a shocker...
Maybe I could help? And will there be something like the MOAB?

Maybe, I'm not sure if you'd find me very pleasant to work with, but you can try it.
There might be something like the MOAB, I have no idea how much thermo i'll have to work with though. I want to get the foundation built so it's playable. Then I'll work in as much as I can.
2010-06-17 06:56:00

Author:
SR20DETDOG
Posts: 2431


oh i cant wait for this. i made a TD level too and i would love to check yours out.2010-07-13 04:38:00

Author:
nowblink
Posts: 105


oh i cant wait for this. i made a TD level too and i would love to check yours out.

Thanks for the support Nowblink,
Unfortunately there's 2 major roadblocks I'll have to get past before you'll see anything.

1. I'm having trouble working out how to make the enemies move. I've been through about 3 different setups with about 3 versions of each setup. I had it working but it would only work if the enemies were already positioned, If I tried to emit them it wouldn't work.

2. My PS3 is actually my brothers, since he moved out of home I can't really get to it too often and even when I can get to it I wouldn't be able to upload my level since there's no internet where he's living.

Apart from those 2 problems the rest of the level is pretty much done.
2010-07-13 07:24:00

Author:
SR20DETDOG
Posts: 2431


mkay well too bad you have no internet i coulda helped on the first problem. umm what id did was hook up an enemy by rods. its hard to explain for me sorry. umm ill get picture for you tomorrow ! 2010-07-13 08:02:00

Author:
nowblink
Posts: 105


You could always use the thermo glitch for whatever is ALWAYS there.2010-07-13 08:12:00

Author:
koltonaugust
Posts: 1382


mkay well too bad you have no internet i coulda helped on the first problem. umm what id did was hook up an enemy by rods. its hard to explain for me sorry. umm ill get picture for you tomorrow !

Cool, I'll take a look at the pictures once they're up but your solution just seems too simple.
1.They move right, down and up (no left).
2.They need to be able to 'overtake' enemies in front of them.
3.They need to move either not at all or as little as possible when they're shot.
4.They need to be able to be emitted.
5.They need to be as small as possible (preferably no bigger than a 1x1 small grid space circle).

EDIT: It's preferably that the enemy is made from dissolve but not necessary, I can always use Trip's Destruction Device.

Sounds simple enough like that but it's become a really big problem.


You could always use the thermo glitch for whatever is ALWAYS there.
That was my original plan but opted not to for 2 reasons.
1. I'm not very experienced with the glitch.
2. What is always there is actually a very small portion of the thermo. It will include the basics (entrance, scorebored etc) but other than that the only thing that will really be there will be some dark matter, stickers and a few mag switches which won't take up much space.
2010-07-13 08:14:00

Author:
SR20DETDOG
Posts: 2431


Cool, I'll take a look at the pictures once they're up but your solution just seems too simple.
1.They move right, down and up (no left).
2.They need to be able to 'overtake' enemies in front of them.
3.They need to move either not at all or as little as possible when they're shot.
4.They need to be able to be emitted.
5.They need to be as small as possible (preferably no bigger than a 1x1 small grid space circle).


Mkay I think i have an idea how to do this, ill work on it and ill send you pics tomorrow im off to bed.
i hope i can help.
2010-07-13 08:27:00

Author:
nowblink
Posts: 105


i was just thinking. (this is off topic to whatever you guys are talking about)... soo you make your tower on the far right. nice and big. then you have your towers that you buy. when you buy them they fall from the sky. you jump off the castle, grab the defence cannon or what ever it is. and move it where you want. and you walk back in the castle and the enemy comes. i have a really good idea on how to build all this. soo if you want me to explain just ask. it's uses the rpg type of setup. but a tower defence look and feel2010-07-24 00:40:00

Author:
Unknown User


i was just thinking. (this is off topic to whatever you guys are talking about)... soo you make your tower on the far right. nice and big. then you have your towers that you buy. when you buy them they fall from the sky. you jump off the castle, grab the defence cannon or what ever it is. and move it where you want. and you walk back in the castle and the enemy comes. i have a really good idea on how to build all this. soo if you want me to explain just ask. it's uses the rpg type of setup. but a tower defence look and feel

My version was going to be all logic based.

Everything in the game is made to fit in a grid I made (6x6 small grid spaces = 1 square). The player would be hidden behind the scenes along with all the logic. The front most layer is used purely for aesthetics.

The player moves a cursor (more like a crosshair) around the map and after they have selected what tower they want to place, if they want to upgrade towers or demolish towers, they press an action button to perform the task.

I'm still stuck with how to make those darned enemies move
2010-07-24 12:36:00

Author:
SR20DETDOG
Posts: 2431


have you tried using think dark matter for tracks and just putting them on wheels?2010-07-24 17:09:00

Author:
Unknown User


have you tried using think dark matter for tracks and just putting them on wheels?

Yes I did try that but it comes with problems. If I do use wheels on a track the enmies need to be quite bulky so they don't stop moving when they get hit by paint shots. The other problem is that they won't be able to overtake each other and will pile up.
2010-07-25 00:38:00

Author:
SR20DETDOG
Posts: 2431


try using a rpg type of setup then, soo they don't actually shoot the enemy. they just look like they are getting shot at. and have the paintanator switch for each monster thing, way below or behind the actual visability.2010-07-25 01:46:00

Author:
Unknown User


try using a rpg type of setup then, soo they don't actually shoot the enemy. they just look like they are getting shot at. and have the paintanator switch for each monster thing, way below or behind the actual visability.

That might work but it would be hard to do and it still doesn't solve the overtaking problem unfortunately.
2010-07-25 02:35:00

Author:
SR20DETDOG
Posts: 2431


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