Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

Work in Progress / Ultimate Tower Defense - Klan Kamakazee

Author
Message
GIDustin
16
Years of Service
User Offline
Joined: 30th May 2008
Location:
Posted: 4th Apr 2010 01:12 Edited at: 19th Apr 2010 00:32
Ultimate Tower Defense v0.2

My first WIP post. Please go easy on me

This game was inspired by my friends, who seem to like tower defense maps for Warcraft 3 but wish they had more "features". I was originally going to complete this on my own in complete secrecy and try to profit from it, but I am bored with not having people to bounce ideas off so the plan has changed. The game is going really good so I thought I would post some info. Attached is the current Map Editor and Game.

I think I can handle most of the coding myself, but I am very noobish when it comes to graphics so anyone wanting to make some map packs with the included editor can do so.

Features:
Complete Map Editor
Load map preview in-game
Game Modes: Single Player, MP Co-op, MP Battle. Room for 29 more!
AI Guided Enemies for "Build your own path" type levels.
LAN Multiplayer with a possible "battle.net" type matchmaking system, Ladder system, etc
Fully customizable maps!


Current To-Do List:
Editor Help File (its complex!)
Main Menu: Options
New Game: Options
Game Engine
Create new graphics


Credits: (so far)
DarkNoobs Team - DarkNoobs Tower Defense for initial game graphics
IanM - Matrix DLLs
Cloggy - D3DFunc DLL
Aaron Miller - GUI Tutorial


What is included in the RAR:
I have attached the Editor, the Game Engine (if you can call it that), and an example map pack.

Each map file (.map) will contain all the graphics and sounds for that map (and music once we get "make memblock from music" commands). Think of a map file as a "theme". The attached theme is grass and dirt, with smilies as the enemies and basic towers. Each map will contain one or more "fields", each supporting one or more "game modes". Therefore, one .map file can contain several maps for several game modes all sharing the same graphics.

Anyone can make map packs if they like. Some of my better ideas:
Silicon - Map is one big motherboard. Enemies are viruses. Prevent the viruses from getting to the CPU. Towers can be resistors, capacitors, or something.
Outer Space - Map is outer space. Prevent comets from hitting your home planet. Towers are fighter ships.

Screenshots:


Main Menu


Map Preview In-Game (Single Player -> Solo Mission)


Editor - All Windows Open


Waypoints - The old hard way


Waypoints - The new AI assisted way


Change Log:

Download v0.2
Download Map Editor Tutorial v0.0


Attachments

Login to view attachments
GIDustin
16
Years of Service
User Offline
Joined: 30th May 2008
Location:
Posted: 4th Apr 2010 01:12
Reserved

GIDustin
16
Years of Service
User Offline
Joined: 30th May 2008
Location:
Posted: 4th Apr 2010 01:12
Reserved2

TheComet
17
Years of Service
User Offline
Joined: 18th Oct 2007
Location: I`m under ur bridge eating ur goatz.
Posted: 4th Apr 2010 01:55
Lol, you took the smilies from DarkN00bs

Anyway, actually looks great! I have played those Warcraft III Tower defence maps, and they aren't exactly to my liking (I prefer the typical build up and eliminate the others type of game), but that's just me. My thoughts to the screenshots : "Hmm, menu looks good, ah yes, here is the map selection, *scrolls down* OMG!! WTH are all of those WINDOWS?! The editor can't be THAT complicated?! *scrolls down* Ah yes, waypoints of some kind... This project is cool )

I wish you good luck for the future!

TheComet

GIDustin
16
Years of Service
User Offline
Joined: 30th May 2008
Location:
Posted: 4th Apr 2010 02:09
Quote: "OMG!! WTH are all of those WINDOWS?! The editor can't be THAT complicated?!"

Actually, it is. I just wrote a 5 page Word document explaining it all, attached.

Quote: "Lol, you took the smilies from DarkN00bs"

Yup, and they are currently in the credits however there are plans to replace all the current graphics with non-copyrighted original graphics before this is released. All current graphics are placeholders.

Quote: "I prefer the typical build up and eliminate the others type of game"

Several game modes will include "building your own towers while sending enemies at the other players to try to kill them" type strategies. It will actually be the focus of the game later on with the Ladder system. Warcraft III has alot of really good Co-op maps, but the Versus maps could be better.

Attachments

Login to view attachments
Ashingda 27
16
Years of Service
User Offline
Joined: 15th Feb 2008
Location:
Posted: 4th Apr 2010 06:44
That's a good start. I was part of that DarkNoobs project and it was alot of fun(Headache). Keep it up and remember to enjoy it too!
GIDustin
16
Years of Service
User Offline
Joined: 30th May 2008
Location:
Posted: 19th Apr 2010 00:18 Edited at: 27th Apr 2010 07:34
v0.2 was released today. Only major changes were the look and feel of the Game's main menu, and I changed from DBPro's file commands to IanM's Matrix1Util_22 commands. This sped up file saving and loading enormously. I have also begun work on the game engine.

Currently maps can be tagged as 1 of 3 game modes: Solo, Co-op, and Battle. This worked at the very beginning, but not now. I want to categorize maps by the type of map, i.e. "green", "circle", "mafia", etc. The problem is that I can't find any concrete definitions of the map types online. I am looking for people to post map types they have heard of as well as detailed descriptions. The only one I am absolutely sure of will be used as an example:

Circle
Each player has their own spawn point. For the first part of an enemies path, only that one player is close enough to attack. All the enemies then converge on a circular track where they continue to do circles until the map ends. All players have a buildable area with access to this middle circle where they can help to keep the enemy population down. The number of enemies alive must be handled effectively as the map ends when the number of alive enemies reaches a certain number.


Co-op Waterfall
Each player may or may not have their own spawn point. Each player also gets to deal with the overflow left by previous players in the line. All players share a communal goal. Any enemy making it to the goal hurts all players. Once the communal life total is gone, the game ends, highest score wins. This is a co-op mode.


Team Waterfall
Each player has their own spawn. Each player also has access to a shared path between all members on their team. Each team has a shared life total. Last team standing wins. Teams can be 2-4 players depending on map layout.


Team Battle Waterfall
Each player has their own spawn. Each player also has access to a shared path between all members on their team. Each team has a shared life total. Each team sends enemies to the next team in line skipping dead teams. Last team standing wins. Teams can be 2-4 players depending on map layout.


Maze
This is a single player mode. There is one spawn and one goal. The AI will move towards the goal, but not on a specific course. They will traverse around objects on the field including your towers. The strategy here is to build a maze with your towers that the AI must traverse to get to the goal, giving you ample time to defeat them. If at any time an AI cannot find a valid route to the goal, random towers will start disappearing until a path opens, so do not ever totally block the AI.


Battle Maze
This is a multiplayer version of the Maze map. Each player has their own mini-maze field. Each player spawns enemies to the next field down the line, skipping dead players. You must concentrate on creating your own maze while sending enemies to defeat the next player. Last man standing is the winner.


If anyone has any game modes they want implemented, please list them with as detailed information as possible.

TheComet
17
Years of Service
User Offline
Joined: 18th Oct 2007
Location: I`m under ur bridge eating ur goatz.
Posted: 23rd Apr 2010 11:30
Cool Keep up the good work!

I don't have any maps I know of, but I'll try looking for some, and I may even make some with that editor of yours (my mates at school say I'm a very talented map maker for StarCraft...)

TheComet

GIDustin
16
Years of Service
User Offline
Joined: 30th May 2008
Location:
Posted: 11th May 2010 02:35
Quote: "This game was inspired by my friends"


My friends are no longer inspired by this project. I am not going to destroy it, but it is no longer my main focus and no current plans exist to finish it. If I do continue, I will revive this thread or if it's locked, start another.

- GIDustin

zapakitul
17
Years of Service
User Offline
Joined: 1st Mar 2007
Location: In my world
Posted: 11th May 2010 10:05
You could try and release it as open source and have someone else continue it.

Login to post a reply

Server time is: 2024-11-24 15:01:32
Your offset time is: 2024-11-24 15:01:32