fusion_power
Advanced Member
I actualy don't want to make organic creatures, no inspiration to do this. We have talents that can do this much better, if everyone waits until a person has learned something, instead of finding someone who already can do it, no Project would happen. So, it is better to find some character artist, this is essential for creature design n stuff. I stay at "anorganic" things, as blocky as possible.foxblock said:No, in my opinion you should actually go ahead and properly commit yourself to this game, it makes you more involved, more committed to actually produce anything and more emotional attached to the product than "just" giving suggestions, which will end in a maybe half-baked effort.
You made some nice models and if you think you cannot model organic creatures then it might be time to learn doing so or just go with what you have for now as ugly graphics are still better than no graphics.
I really wanted to just gave some Ideas and suggestions for a TD game, that's what this section is for.
Yes, less is more, I agree. More tactics, less "Tower Spamming", more planing instead of wild placing towers till the screen is full of it. This of course needs very good and balanced Towers, like Chess pieces. Unique features, everything has a meaning. Of course it still should be fun and no Rocket Science.Tobs said:First time for everything! Ideas and 3D objects would be really good though; a tower defence game probably isn't going to be big enough to include really "hard stuff" =D. Just saw FoxBlock’s reply whilst writing this and that’s exactly how I feel: “Don't let that talent go to waste”! Should we get some IRC chat going?
I've been thinking about FoxBlock's tower suggestions, here are my thoughts: I like TD games where I only end up placing a few (<10 for example) towers throughout each level. This way, each tower placement has to be well thought out depending on the level and the enemy types at hand. Each tower also feels like it has a purpose, instead of say desktop tower defence where you have a thousand pea shooters. 6 is a decent number of towers, but I also like where I can upgrade existing towers into specialisations. It means I can put a weak tower in a strategic place at the start of the game, then upgrade it into something more apt later on, when the big enemies come out and I have the cash. Saying that, here’s my version of FoxBlock’s list:
I'm against a maximum of towers but of course this can easily controlled be the size of the map or better the available space outside of the path. My Quad Fortress is powerful but needs alot of space, Maps could be designed so that only one or 2 spots are big enough for such a building.
I'm not a friend of any stressing time limits so I prefer the method of manualy starting waves or at least big gaps between each wave with the option to start the next wave earlier.
most important thing: I don't want this Tower Defense game as insane hard as Super Geometry Dust actualy is! I play to relax, not to get heart attacks. ^^"Blue Protoman said:I volunteer for beta testing in the future. Wermy, creator of Super Geometry Dust, can vouch for the level of input that I give.
By the way, here are the TD games I played alot in the past:
Flash Element - the classic! http://www.freewebarcade.com/game/flash-element-td/
Vector TD - also well known http://www.candystand.com/play/vector-td
Flash Circle -pretty good http://www.flasharcade.com/tower-defence-games/play/flash-circle-tower-defence.html
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