Novel Tower Defence

cloa513

  • Posts: 245
I want to make a novel tower defence where you add abilities to control towers, gain knowledge and similar  by having idle time. You need to have a constant check game window is active and then either be able to check the time that a mouse is inactive (which would be more flexible) or click box  which deactivate the mouse control for a period of time. Is that doable iStencyl?
The game logic is the controls are in alien and pschic communication is needed and you to meditate or else it messes your brain up.

This is my wife's computer and its a pain to ask her to allow me to install software so I want to
sure before I fight that battle.


Other features intended such as totally controllable tower settings when you gain control (no upgrades);  probablistic damage on towers due to themselves being set too high or going crazy when the spacebugs get too close to base or other towers hit them or sometimes bugs rebound the fire; tower logic programming; bug armour and its destruction; during battle  ammunition  limits.

The win is you kill all the bugs and the aliens give you a reward.
 I intend to skimp on the graphics of fire- unnecesary for game play.

chaosoul

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  • Posts: 260
That sounds cool. Its probably doable but I doubt you can do it easily. I suggest a less ambitious project first to get use to stencyl.
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cloa513

  • Posts: 245
I tried searching for Tower Defence and found 4 posts- is there a good link for information.

I would only do the novel game bit by bit separately.

chaosoul

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  • Posts: 260
I was making a kit for tower defense but the only thing I made was the towers spinning around and attacking a unit. The tower would detect the unit (that I would control at the time) and fire but the velocity wasn't quick enough or maybe I have to make the bullets kinda home into the tower. Anyways I stopped at pathfinding which is making a path for the tower because I couldn't think of a clean approach of adding this while still have it simple.It would be okay if I made my own game but I was making a kit. If you like I'll upload the behavior of the autotower for you.
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cloa513

  • Posts: 245
For my game, I am going to use click buttons for the idle-upgrade time and  dummy the interactions- so that the bullets etc. either do not even appear to fire on the game map monitor or its a pure graphical display with no game play meaning (explained away as too fast to see).
The interactions will be purely mathematical so that the damage (of all types) is calculated and applied. I thought I'll have really boring pathing- a straight line.
I'll need floating damage and similar meters for the bugs and fixed ones for the towers. 
So most is unlike any Tower Defence game anyway.

Silux

  • Posts: 438
Floating numbers as damage is easy to do!
If i understood the gameplay, you plan how the towers will fight, and then you have to wait until they do their jobs.
And with some patience you will be able to control ALL aspects of the towers, in order to destroy evil bugs.

I was also making a kit, and i focused on targeting.
Now i managed to make a 'target the nearest to exit' behaviour and know a little more about creating good behaviours.
Currently working at:
Starwarrior 2097(my main project)
How to make successful games in Kongregate and the world(article)