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#1

Triangle Panic Tower Defense

Archive: 8 posts


Concept: 5 stage top down tower defense with a cumulative score for superior leaderboard fun.

Current status: 1.0 has been released![/URL]

http://lbp.me/v/yy1x0z


http://www.youtube.com/watch?v=1cINIMxM-no&hd=1



Features

5 Levels including branching pathways, multiple spawns and destructable obstacles.

3 electronic/sci fi themed original songs

3 Tower Types

Each stage has a boss

Cumulative score across each stage for leaderboard jockeys.


Levels (Level design subject to change. Some pictures taken after certain gameplay events have taken place. Also, the pictures really don't do it justice, i hope to have some video posted shortly)

Level 1
https://lh5.googleusercontent.com/_yIxGdJ389Fo/TX30WUxe0KI/AAAAAAAAALM/BUYYUE8v7Xw/A%20Photo.jpg



Level 2
https://lh3.googleusercontent.com/_yIxGdJ389Fo/TX30VwbidBI/AAAAAAAAALE/brwow1a65GE/A%20Photo.jpg



Level 3
https://lh6.googleusercontent.com/_yIxGdJ389Fo/TX30Vo4K8NI/AAAAAAAAALA/v8GtuIwmipY/A%20Photo.jpg


Level 4
https://lh3.googleusercontent.com/_yIxGdJ389Fo/TX30Vaww3BI/AAAAAAAAAK8/AXGYzMmmIxc/A%20Photo.jpg


Level 5
https://lh6.googleusercontent.com/_yIxGdJ389Fo/TX30VNiwVBI/AAAAAAAAAK4/pye5tPi6sYs/A%20Photo.jpg



Basic gameplay

There are 12 waves of triangles that follow a set path that want to blow up your circular base. If 20 triangles (or the boss) damage your base you die. Dying or defeating all 12 waves both have the same outcome: you get sent to the next level. After level 5 you get sent to an area to collect your score. TPTD is a one player game only, unfortunately.

Towers:

X = Spread Tower Cost: 100 points Description: Basic tower, shoots out in a medium sized circle around the tower. Powerful in groups.

Square = Homing Tower Cost: 200 points Description: Targets single triangles and hits them with a steady stream of homing projectiles. Short range.

Triangle = Sniper Tower Cost: 400 points Description: Slower than the homing tower, the sniper tower shoots 5 projectiles at once and has a very large radius to pick up targets.


Towers are summoned with the buttons listed above but they are not deployed until you hit R2. Once you summon a tower it will follow your mouse until deployed. This is handy to get it into tight locations. Merely summon the tower in a more open part and move the tower to your desired location and then hit R2. Towers WILL NOT shoot until they are deployed. Once deployed you can no longer see the firing radius of the tower.



Currency and Scoring: At the start of each map you are given 400 points which is added to the points you carry over from the previous level. Each triangle you kill awards you 10 points. Killing a boss awards you 100 points. These points are all usable as your currency to buy new towers or you can hold on to them in the hopes of getting a higher score.

Each wave you send awards you 5 prize bubbles that you receive at the end of the game (after map 5 is completed or you die on it). Your score for the leaderboards comes mostly from these bubbles. More waves finished = higher final score. But to get the absolute highest scores you would need to finish every wave *AND* save as much money as you can.




Controls

https://lh6.googleusercontent.com/_yIxGdJ389Fo/TX30W6sFleI/AAAAAAAAALQ/QNUkAXAxaIU/A%20Photo.jpg

Note: You must hit L2 to start the first wave. Each wave after that will come on its own 15 seconds after the prior wave finishes. If you do not want to wait that 15 seconds hitting L2 will start the next wave.



Q+A

Q. Most tower defense games allow you to upgrade your towers, why can't I do that in this one?
A. After a lot of thinking and testing I decided that i actually found the game to have more strategy without upgrades. Each level has a number of great spots for tower placement, so once found you would only need a few towers and to continually upgrade them. Possibly finishing the level with only 3 or 4 towers placed total.

The method i chose makes you think out tower placement much, much more often. You must continue to find the best available spot to place a new tower. It's a challenge i found refreshing for a non-endless mode TD game. This does not mean, however, that I won't add upgrades in the future. If I think they will add more fun to the game I will do it.



Q. I hate the music. Who made it?
A. Um.


Q. I kinda like the music, who made it?

A. I did. I went for a basic sound, electronic and sci-fi. I had to keep the songs fairly simple to not use up too much memory. I don't love them, but for my first foray into LBP music making I think it came out ok. I've played the guitar for 20 years but i don't have much practice in making music on computers.


Q. Can you make music for my level?
A. Sure. I can't promise it will be amazing, but i'm always down to give a shot.


Q. Why is there only 1 enemy type?
A. Another thing I found in testing was that I didn't really care about what the enemies looked like, I was too busy making sure they died. I did think about adding different complexities (speed, weapon type to kill, etc) but since this is my first "big" project with LBP 1 or 2, I decided to keep it simple.


Q. I found a bug/glitch/exploit and/or I have an idea.
A. Please post and tell me.

Q. What are you planning on adding?
A. As of right now I do not know. I know I'm not done, but what I do next will be decided largely from feedback I get.

Q. What is your next project?
A. I'm still planning, but it will be a competitive game.
2011-02-27 18:05:00

Author:
Unknown User


I'll have a run of this when I get on tomorrow. I can probably help with the upgrade system. Managed to make a very adjustable setup with very few parts (when compared to my original version).

If interested, I could send you what I use and explain it a bit. It's fairly complex concepts, but once understood, it's fairly straightforward. Can't be 'un'-upgraded though, since I use permanent OR gates to preserve the value (needed since it uses a sequencer as well to use stored OR value for position, activating whatever it is that gets effected, and reduces complexity by a lot).

EDIT: Hah, nice, saw my name in there. Yeah, message me or use the Help! Forum. I check both often.
2011-02-28 10:07:00

Author:
SSTAGG1
Posts: 1136


I am absolutely interested, that would be fantastic.2011-02-28 11:58:00

Author:
Unknown User


I am still toiling away on this. I updated the OP with my current status.


I have 4 of the 5 maps done and working. I even have two maps where the creeps take seperate paths and rejoin. Im pretty happy with that.


I still need to figure a few things out. The basic idea I have is to play each map in order and get a cumulative score at the end. But... I'm thinking about letting people tackle the maps in whichever order they want (which would also help people practice certain maps since you can choose where to start). Though, with the score (which is the currency) carrying over, the easiest way to "beat" the game would be starting with the easiest and ending with the hardest, and im designing all of the costs based on people playing like that... so I kinda think maybe I should just lock the order in. Usually as a gamer im all for games that give me as many choices as possible, but as a designer im starting to see how that can break the game and possibly make it less fun.

I also need to figure out all the logic for the central hub thing. I've never done controlinators controling other controlinators. Im not really sure how to do all that, though im sure once i sit down it wont be that hard.

Then I need to clean the whole thing up. This will be where im weakest. I know what looks good and what doesn't... im just not particularly talented at making things look good myself. That's why i designed this with such a simple art style.

The project has come a long way from the demo I posted a week back -- though im guessing if you are reading this that you didnt play that. Only 8 people have -- lol. And I know 6 of them. This has me a little worried that once it's finished that it will go completely unplayed. Even if it sucks... ive spent so much time.

Oh well. Anyway, im still working hard on this. The 5th map will take the longest to create out of all of them, as im going to try a few things i've never done before (or seen in a TD game, for that matter ). Fun fun.
2011-03-07 16:15:00

Author:
Unknown User


All maps are done and working. I need to tweak the balance and create a UI. I am moving away from the hub idea I think.

I've never done a UI so I will probably have a bunch of questions.


Im on the home stretch. I am quite excited.
2011-03-08 09:48:00

Author:
Unknown User


I am finished. I am going to publish when I wake up and make a trailer for it and update the OP with pics and gameplay info.


It's 7:30am and I'm tweaking out after crunching all night to get it done. Hopefully I can sleep soon
2011-03-14 12:29:00

Author:
Unknown User


Game is up, I completely revamped the OP with game info.2011-03-14 23:20:00

Author:
Unknown User


http://www.youtube.com/watch?v=1cINIMxM-no&hd=1


So far im at 75 hours to develop. 3 unique players. All real life friends. It's depressing.
2011-03-15 21:58:00

Author:
Unknown User


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