Sqdef, My Tower-defense Game


I did some more polish to everything, and the game is almost ready for the first private alpha release. The only thing left to do is balancing the numbers (cost of towers, damage, creatures' life etc.)

The creatures are now animated, and there are 5 different ones so far :)

SqDef-pic0-792.png


If everything will go as planned, I'll drop some PMs to testers tomorrow.
 
Alex. said:
I did some more polish to everything, and the game is almost ready for the first private alpha release. The only thing left to do is balancing the numbers (cost of towers, damage, creatures' life etc.)

The creatures are now animated, and there are 5 different ones so far :)

SqDef-pic0-792.png


If everything will go as planned, I'll drop some PMs to testers tomorrow.
Looking awesome. I'm getting really stocked about this again. :D
 
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It is definitely looking better and better with each update.
If there is one game that I really can't wait to have, it has to be this one.
 
there's one thing i always missed in tower defence games, a second circle while building that shows the range of the tower at the highest upgrade.
Would be sweet if you could add that.


edit:
wait... does your version even have upgrades? *unsure* :)
 
Vimacs said:
there's one thing i always missed in tower defence games, a second circle while building that shows the range of the tower at the highest upgrade.
Would be sweet if you could add that.
edit:
wait... does your version even have upgrades? *unsure* :)


That's a great idea, I'll make sure to add it in. Upgrades aren't implemented yet, but they'll be there in due time.
 
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Can't wait for a release... I have to make space on my sd for eventual beta-testing ;-)
I sure hope I will be a beta-tester ^^.
 
Ha, I had a quick Idea for the Game: A tough Boss who is protected by some moving "Sattelites" around. The Towers first have to destroy the Sattelites, then they can attack the Boss itself! :) :)

And for the Future, maybe a funny bonus feature ingame, via Update, Factory, or from beginning: I would like to know the % value of each towers range circle, that includes the creature path: as more % of Pixels of the Path are covered by the circle, as more effective are the Towers of course. Easy to see when placing A Tower just on a side of a straight path or at a sharp corner where he can rech 3 sides of one path. To fiddle the best place for the towers, the % value could help, maybe. :)
 
fusion_power said:
Ha, I had a quick Idea for the Game: A tough Boss who is protected by some moving "Sattelites" around. The Towers first have to destroy the Sattelites, then they can attack the Boss itself! :) :)

And for the Future, maybe a funny bonus feature ingame, via Update, Factory, or from beginning: I would like to know the % value of each towers range circle, that includes the creature path: as more % of Pixels of the Path are covered by the circle, as more effective are the Towers of course. Easy to see when placing A Tower just on a side of a straight path or at a sharp corner where he can rech 3 sides of one path. To fiddle the best place for the towers, the % value could help, maybe. :)
Those ideas sound great. Maybe the satellites could actually just block the bullets coming from the towers (rather than being directly targeted) and can also be destroyed.

Great work so far Alex, I think you have a winner here. Looking forward to a release!
 
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Yes, this could be one way. But this would involve more randomness of hitting the boss. If the Towers are forced to shoot the sattelites first, the whole action could ba more interesting. :) Each Sattelite needs an life-Bar of course. Maybe this would be a boss, you can't destroy in one wave or so.

I also had an Idea about Laser-Turrets. Brings more alternation on the screen, especially when you have many Bullte-firing turrets. Such a Laser-Show could look funny, when you have more Turtets/Towers. Zing, Zing, Zing... :lol: (Yes, I know there are no sounds yet ingame ^^) Tha Laser is just an 1 pixel thick line and reached from the center of the Tower to the enemy. I don't know if this is easy to code and/or performance hungry.
Quick Mockup:
sqdeflaserep2.png


Laser Turrets could have huge Range and much Fire-Power but slow Firing Rate. And they are expensive of course. ;)
 
Sounds pretty cool fusion. You have some good ideas. I guess the laser color could change if it's upgraded.

Just wanted to say that I really like the graphics for this game, the color scheme is great. Will it be possible to change skins? Or will this happen with level change?

Would power-ups be possible (kill all enemies on screen, weaken enemies to certain bullet types etc.)

Sorry if anything here has already been mentioned.
 
Fusion, great minds think alike eh? :D I did the laser tower two days ago, it'll be in Alpha 2:

SqDef-pic0-120.png


The laser beam keeps shooting the creature for as long as it is in the tower's range. Low damage, very high fire rate. Also, each laser tower will be able to target 4 creatures at a time after researching that ability.

I like the idea with the satellites, but there are so many things on the todo list already, I doubt I'll get to add it in for the first release.

There won't be skins, faceplates, or vynil stickers, I really like the look of the game right now as it is :)

As for power-ups, there will be a research menu, where you'll uncover bonus features for some of the buildings.

Cheers :)

Edit: typos
 
Alex. said:
Fusion, great minds think alike eh? :D I did the laser tower two days ago, it'll be in Alpha 2:

SqDef-pic0-120.png


The laser beam keeps shooting the creature for as long as it is in the tower's range. Low damage, very high fire rate. Also, each laser tower will be able to target 4 creatures at a time after researching that ability.

I like the idea with the satellites, but there are so many things on the todo list already, I doubt I'll get to add it in for the first release.

There won't be skins, faceplates, or vynil stickers, I really like the look of the game right now as it is :)

As for power-ups, there will be a research menu, where you'll uncover bonus features for some of the buildings.

Cheers :)

This game is going to own all. I'm itching like crazy for this to come out, Open2X and Project T.I.M :p
 
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Alex. said:
Fusion, great minds think alike eh? :D I did the laser tower two days ago, it'll be in Alpha 2:

SqDef-pic0-120.png


The laser beam keeps shooting the creature for as long as it is in the tower's range. Low damage, very high fire rate. Also, each laser tower will be able to target 4 creatures at a time after researching that ability.

I like the idea with the satellites, but there are so many things on the todo list already, I doubt I'll get to add it in for the first release.

There won't be skins, faceplates, or vynil stickers, I really like the look of the game right now as it is :)

As for power-ups, there will be a research menu, where you'll uncover bonus features for some of the buildings.

Cheers :)

Edit: typos
Lol, what a Coincidence. ^^ Can't wait to test Alpha 2 :) As more I like a game, as more Ideas come me while playing, so be warned! :lol:
Your Laser beams stay all the Time? Or do they flash on only when doing damage (per second)?
By the way, I was able to win the First map without loosing a Life, now I'm really proud. The 2. Map of course is another Calibre, my best was Wave 7, so its interesting to compare, what Updates and Laser Turrets really can do when I take revange on this mean map hrhrhr. XD
Take it easy with Details like the hard Boss, it's not that important. First, the game needs a good balancing etc.
And yes, Skins would destroy the unique look of the game so it shouldn't be skinable, the graphical look is a big part of the game. But you could add other (not to bright) Map-Color combinations to bring more alternations into maps besides the layout. :) Shouldn't increase the Filesize that much, I'm sure you don't need much different tiles fot a Map. ^^
 
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Alex. said:
There won't be skins, faceplates, or vynil stickers, I really like the look of the game right now as it is :)
Agreed the game does look great as it is. I love the idea of unlockable extras, adds loads the the replay value (not that it will need it).

fusion power said:
But you could add other (not to bright) Map-Color combinations to bring more alternations into maps besides the layout. Shouldn't increase the Filesize that much, I'm sure you don't need much different tiles fot a Map. ^^
This is a much better idea, I like the idea of color schemes, maybe for different difficulties or different major levels.
 
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A quick update: I've got the research menu done, and some turrets/towers can target more than 1 creature simultaneously, after the proper research. The following major step are upgrades, then some more special buildings, then alpha 2 :)
 
This is going to be great! Looks like development is really taking off and alpha 2 will be a big step foreward. Good job!

In the meantime I will enjoy myself playing alpha 1 again :)
 
Alex. said:
A quick update: I've got the research menu done, and some turrets/towers can target more than 1 creature simultaneously, after the proper research. The following major step are upgrades, then some more special buildings, then alpha 2 :)
Targeting more than one Creature is a much better alternative for splash damage. :)
Don't include to many buildings/Towers. This kind of game need as many overview as possible. So I think 4 major turrets like the existing ones are enough plus the Laser-Tower (I think this is the very interesting sounding "sentry outpost" from Alpha 1 ;) ) and the Factory(s) Pretty much possible combinations for building fun. :)
The main problem will be, to find a good balance between everything, so every Tower/update is useful here and there. In Alpha 1 I only needed the Ice Turrets on Map 1. Map2 was more interesting, here you need everything what you can buy - and still loosing :lol:

Remembers me, for such stressful Maps with lots of Building action right in a wave, when the #$§%!!! creatures use the wrong route again, the Cursor should be a little bit faster. The normal "Step-by-step" Speed is ok but after keep pushing a direction, the cursor could be faster - a System like the keyboard button delays.
And while in this stress, selling a Turret or canceling a Turret-Type and switching to another Type of turret could be quicker in the Future. Now its good enough but I think there will be much menu-action, when Updates, more Factories and other Towers are included and you play such a crazy multi-path map. :ph34r:

Last notice: The round creatures are harder to destroy, than the square ones yet. Maybe because they are tighter together. For Example Wave 3 (Square) is much easier to kill than Wave 2 (Round). ^^
 
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