Sqdef 1.1


Izomiac said:
I suppose that would have been my fourth or so try (I only got to level 30 something before I knew turrets were upgradeable, then bought too many depots too quickly, and the third time I died to wave 43).
I didn't realize I could upgrade anything until I saw the snapshots on this thread. I was labouring away, desperately trying to build enough turrets to take everything out by around level 30 :D

Now I'm managing to get to the high 30s, but I'm still missing something.

An endless mode would be nice too, though I agree there would be dps [problems if the enemies were powered up too much. Perhaps if there were tower / turret combos (I'm thinking of Onslaught 2 here), or turrets that inflicted status effects, it could work well.

This game is way too addictive though.
 
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heh. i haven't upgraded yet, because i want to beat level 45 on the first map and it sounds like it won't be as much of a challenge now :) once i've done that, then i'll upgrade. i really want that fast forward button...
 
I can't live without updates :) I think you need them badly, especially in later Levels, when the Fire turrets come in handy. My problem is, the update process takes very long when you build turrets only to upgrade them completely (later in the game recommended technique). That's why I could need a instant Upgrade function, where you can build a full upgrated Turret, maybe something like copy&paste for turrets (if you have enough money)

The new Speed Function is not bad with toggle it with R but it would be better, if only the waves and turrets speed up and not the whole game :lol: And a speed display sign onscreen would be nice to, so you see, that the game is still in speed mode when nothing on screen happens. :)

by the way, when we know the winners of GBAX2007? It's 2 weeks after the deadline now. :)
 
Oh, I see, so the menus and cursor shouldn't fast-forward as well. You're right, that makes sense. Maybe pressing A again in the upgrade menu will upgrade a turret to its max that you can afford, would that work well? 1.1D ;)
 
I love it :) Wasted so many hours this weekend playing :) Managed to get gold on two maps yet, I know I can get it on atleast two other. Got bronze on all, silver on about half of the maps.

Some suggestions:

-you should also get bronze when finishing level 10 in both 24 and 45 waves modes and silver for finishing in level 24 in 45 waves mode
-a load game option for the ingame menu, easier for trying different strategies if you can just load the game from there instead of choosing quit and load it from the main menu
-please show statistics for all towers when pressing the upgrade button (how many targets, damage). I need to know these for the secret tower (to improve get my strategies)
-change the price for factories back to 60 please, or atleast make them give 30 credits


And what the hell, is that 1% depot really that useful? I haven't used it much, but so far it hasn't gained me much money.
I would recommend an "interest" value added to the game, which lets say, adds a certain % of the total money after each round (without having to build towers). Common in many td games, and such a small additional bonus would be nice. You can maybe add an expensive upgrade that just raises that percentage.

Atm I`m just building a lot of factories, at around level 30-35 they gave me 2000 each round which was enough to build a secret tower. only wave 43 and 44 took away some lives, and I was able to buy plenty by selling the factories, so these last waves, including the last boss, were easy to kill.
And I`m just building secret towers, along with some lone barricades to kill
most bosses in one go.
 
@illuminatica: I'm happy you like it :) I wish you good luck with your projects!

@Izomiac: I think it's good to have a set goal in mind when starting a map (10, 24, or 45 waves). That way you work towards a specific goal, and that can mean a lot on the harder maps. When you said 'ability to buy unlimited wave technology', do you mean like research, like how the Water and Fire Turrets have? That's good idea, the upgrades for those could be in several steps, making them even stronger for the later waves. Cheers for the ideas :)

@xmart: Tower-turret combos? Do you mean like multiple buildings merging, or just merging their shots? If you mean the former, keep looking in the game for that secret tower :)

@rokdcasbah: True, it's easier now. There's always the shorter, multi-pathed maps to give you white hairs though ;)

@Quiest: I'll put the load from main menu in 1.2, that's a good idea. I'll also show stats in upgrade window for towers too, not just turrets. The Depot is useful, but in small doses, that's the whole point. Filling the map with Depots and getting tens of thousands of $ each wave wouldn't be much of a challenge on any map. Same with Colonies.

Thanks for your comments everybody :) The last quick-patch version, 1.1D is on its way to be approved in the archive, and that will really be the last small-time update before 1.2
 
Alex. said:
Oh, I see, so the menus and cursor shouldn't fast-forward as well. You're right, that makes sense. Maybe pressing A again in the upgrade menu will upgrade a turret to its max that you can afford, would that work well? 1.1D ;)
Like everything, it has to be tested. :) The function should be "secure" so you only do max update, when you really want. And by the way, theme "cursor": I still like the Idea with the vanishing/appearing Cursor at opposite site when left the screen area, would shorten the cursor way.

Alex. said:
@rokdcasbah: True, it's easier now. There's always the shorter, multi-pathed maps to give you white hairs though ;)
Yes. I was really proud, that I've got Bronze at "Islands" :lol: But I'm sure, that nobody would be able to see wave 45 there yet, especially on Maps like "Dead Man's Curve" ;)

Quiest said:
-a load game option for the ingame menu, easier for trying different strategies if you can just load the game from there instead of choosing quit and load it from the main menu
No, I think this is not a good Idea. With the current system, you can't load when you want to save and vice versa. Very secure system I think. With loading and saving in the same menu, bad things can happen, especially when in stressful situations. I really like the current save/load procedure from 2 different menus.

Yes, the new Depot is completely different from the older depots. I think even with 1% instead of 0.5% it's not very useful because its to expensive with 350$. So it's even worse than the 0.5% depot I think. Maybe the 1% Depot should cost only 120$ or max. 200$.
 
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I knew this would happen. I finally got round to playing this, and as predicted, I am now hooked and have been unable to put it down. I love the variations on a square for the different animations. I am not too good at it - but next go I will do better.
 
fusion_power said:
Quiest said:
-a load game option for the ingame menu, easier for trying different strategies if you can just load the game from there instead of choosing quit and load it from the main menu
No, I think this is not a good Idea. With the current system, you can't load when you want to save and vice versa. Very secure system I think. With loading and saving in the same menu, bad things can happen, especially when in stressful situations. I really like the current save/load procedure from 2 different menus.

WTF, why do you need to hurry? I hope you noticed that the game pauses when you enter the ingame menu <_< also, if you are that clumsy, I bet you hit exit or quit every so often when saving the game... which is much worse... and why would you want to save in stressful situations anyways? Save between the waves, plan while the wave waves, load, and then do your actions... less stress and works as well.

@Alex: I meant that you should also show stats for the secret tower. I don`t know how much damage its doing per second. Atleast tell me now :)
Oh, and I also liked being able to sell it for 100% :(

And even the multipath levels are much easier now :) got silver on most of them, just use water towers in the beginning, flood gates after first boss and then going with fire turrets + fire starter upgrade after 2nd boss. easy peasy, thanks to the huge range. Also got silver on dead mans curve that way.
 
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Alex. said:
@xmart: Tower-turret combos? Do you mean like multiple buildings merging, or just merging their shots? If you mean the former, keep looking in the game for that secret tower :)
Oh yes, I got my secret tower - it gave me a 'huh?' moment, then it opened fire :). It would be useful to know how powerful it is so I could compare to other options.

Either combo method would be an interesting addition - gives you a little more to experiment with and could introduce new strategies. Things like slowing the enemies down, adding status effects to them could be nice in the combo system. I keep hitting level 30-33 on most maps, and I'm pretty sure I'm just missing the right upgrade path to make it to the end.

Looking forward to the next release though - this game is a huge time-sink. BTW, forgot to compliment the style used throughout the game - very clean :)
 
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Yep, by technology I meant research. For an unlimited wave game there would need to be some way of improving your DPS. What I was trying to get at with that suggestion was to have 6 or 7 new upgrade options when you beat wave 45 (one for each turret/tower type, maybe one for colonies as well). For example, say Earth turrets have the following upgrade:

Earth turret upgrade level 1: Targets +1, Damage X2, Range +5% - $1500
After that upgrade has been purchased then a new option would take its place on the menu:
Earth turret upgrade level 2: Targets +1, Damage X2, Range +5% - $2500

And so on and so forth. The upgrades are identical, but cumulative. You could also play with the pricing so different turrets begin to shine at different levels. E.g. Fire turrets quickly become prohibitively expensive to upgrade, but Ice turrets become cheaper, and a level 10 upgrade for an Ice turret makes them better than a level 7 upgraded Fire turret, though the situation changes later so that level 15 upgraded Water turrets are the best for the upgrade price. That way there is some turret turn-over.
 
I like this game. I liked towerdefends in War3 also.

Cant wait for new versions with improvements. Also some background music would be nice.

The lasor towers are real cool btw. Verry original. Hope we can make cool combo's in future.
 
@Izomiac: Nice idea, I'll put it in 1.2 :) It will give a nice edge to the endless waves mode.
@Yodar: thanks, but I can't take credit for the laser tower, that idea came straight from Vector TD.

Sqdef 1.1D got approved to the archive. This is the last update to Sqdef 1.1. The next update will be 1.2, and that won't be for a while.

http://archive.gp2x.de/cgi-bin/cfiles.cgi?0,0,0,0,29,2261

Changes:
- fast-forward does not affect menus, only buildings and creatures
- added option to fully upgrade a turret to the max level you can afford by pressing A in the upgrade menu; you can still upgrade one level at a time by selecting the "Yes" option

Only overwrite Sqdef.gpe if upgrading from a 1.1 version. If upgrading from the first 1.0 (GBAX release), then delete all files from the Sqdef folder before sending the new ones in.

Thank you everyone for your feedback, comments, and ideas :)
 
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Quiest said:
fusion_power said:
Quiest said:
-a load game option for the ingame menu, easier for trying different strategies if you can just load the game from there instead of choosing quit and load it from the main menu
No, I think this is not a good Idea. With the current system, you can't load when you want to save and vice versa. Very secure system I think. With loading and saving in the same menu, bad things can happen, especially when in stressful situations. I really like the current save/load procedure from 2 different menus.

WTF, why do you need to hurry? I hope you noticed that the game pauses when you enter the ingame menu <_< also, if you are that clumsy, I bet you hit exit or quit every so often when saving the game... which is much worse... and why would you want to save in stressful situations anyways? Save between the waves, plan while the wave waves, load, and then do your actions... less stress and works as well.

Well, I have no problem with that, I only mentioned, it COULD happen. ;) Not very often but me for myself had some experiences with saving/loading twists in some games. ^^" Can be very annoying sometimes.



Izomiac said:
Yep, by technology I meant research. For an unlimited wave game there would need to be some way of improving your DPS. What I was trying to get at with that suggestion was to have 6 or 7 new upgrade options when you beat wave 45 (one for each turret/tower type, maybe one for colonies as well). For example, say Earth turrets have the following upgrade:

Earth turret upgrade level 1: Targets +1, Damage X2, Range +5% - $1500
After that upgrade has been purchased then a new option would take its place on the menu:
Earth turret upgrade level 2: Targets +1, Damage X2, Range +5% - $2500

And so on and so forth. The upgrades are identical, but cumulative. You could also play with the pricing so different turrets begin to shine at different levels. E.g. Fire turrets quickly become prohibitively expensive to upgrade, but Ice turrets become cheaper, and a level 10 upgrade for an Ice turret makes them better than a level 7 upgraded Fire turret, though the situation changes later so that level 15 upgraded Water turrets are the best for the upgrade price. That way there is some turret turn-over.
Sounds interesting but this what you describe at the end can make the game confusing. I think SQDef is good with a clear and easy system of upgrades, something with much overview. :)
But I could imagine, to include new available upgrades, the best would be the Idea of a bonus system. When defeating bosses, the game unlocks new features for the later levels for example a boss around level 40 would give money and new bonus features like your mentioned advanced upgrades of turrets. So the upgrades are only available, when they needed.

@Alex: Thanx for the quick update. :)
 
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Ok some minor ideas,

More diffrent type of runners: Tough slow runners, Many fast weak units.
More utility type of towers: Slow, stun etc.
 
Hey Alex!
Great game you provided us! I tested it yesterday and I had a lot of fun with it even if I couldn't pass many levels (no beginners' luck for me).

Thank you for this nice looking homebrew!
 
Lovely! Good, polished, and addictive as hell! So far my favourite of the GBAX ones, and there are a lot of good ones there. Still need to polish my strategy, though :)
 
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