Outcry (early devlog, tower defense)

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C3 Swipe Towers is the game of speed and reflexes by enabling climber reach the top of tower.
  • <center><font size="5">Outcry</font></center>

    Outcry was a tower defense I was making on Construct Classic. I'm now taking the project to C2.

    Here I'll be posting all kinds of things about its development

    The old Outcry:

    http://www.scirra.com/forum/topic42469.html

    <img src="http://i.imgur.com/h0a9Q4f.png" border="0">

  • 7Soul

    hi really like the look of your game.. look forward to reading more

    thanks

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  • When I started working on this game, I quickly noticed the Turret behavior wouldn't be enough, because it can only target the nearest enemy or the first in range, among other things.

    I started working on a custom turret system, based on events. But there were some problems, because I was having trouble with the turrets picking enemies correctly.

    Because of that I asked on the forums that they added something from CC that we didn't have in C2, which is picking objects by higher/lower variable, and pick by evaluate:

    <img src="http://i.imgur.com/wAL50am.png" border="0" />

    To my surprise that was added right in the next beta version (big cheers to scirra!) And worked perfectly with what I had in mind

    ---

    One of my goals with this game is to add more strategy to a TD.

    A way I hope to achieve that, is to give more control to the player to target specific types of enemies with special towers.

    So I got the most basic targeting options, like "nearest to base", "higher hp", "lowest hp" and "random". And some which are more specific, such as "Enemies on/not on fire", "Fast/Slow enemies", etc, which are more useful against enemies with specific weaknesses

    <img src="http://i.imgur.com/1wDhMJi.png" border="0" />

  • Really nice thinking !

    I'm training myself on a TD also these days, and I didn't think of writing another turret behavior. Instead, I was checking for multiple enemies in range, ... and was crying over the basic turret behavior.

    Anyway, I really like how you worked on the rules of your game, choosing tower priority is not something available in every TD.

    Finaly, those sprites are really detailed. This all looks great, I'm looking forward to read more of your devlog :)

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