Post by TLI-Inferno on Jan 24, 2009 15:11:20 GMT -5
Nov 11 2010
Hey, people! I threw out the old map and I started developing a new Box Tower Wars game last night. So far, in about 6 hours of work, I have nearly completed the game.
Progress in Triggers: I have created the triggering for everything used in the game.
What makes my gold-to-lumber system functional:
Unlike most games, my gold-to-lumber system works both ways, allowing players who need more lumber to have gold converted into lumber, as well as players who need more gold to have lumber converted to gold. My system also converts gold income to lumber income, and lumber income to gold income.
What makes my anti-blocking system special:
Some mapmakers prevent blocking by making unbuildable tiles, preventing mazing at all.
Most mapmakers use walking units to prevent blocking. This can be abused by swap-blocking.
More experienced mapmakers make triggered anti-blocking systems to prevent towers from even being placed to block in the first place. Although these systems do a good job, they generally only work with tube-shaped building sites, with only a left and a right wall.
My anti-blocking system is designed to prevent blocking no matter what the shape of the building site, be it stacked boxes or any other shape!
Progress in Towers: I have created three trees of towers so far. The first tree is ranged; archers branch off into, eventually, ballista towers, machine gunners, siege tanks and mortar towers. The second tree is melee; blades branch off into, eventually, titan blades, flying machines, smashers, and swordsmen. The third is elemental, branching out into light, ice, fire, lightning, and dark. Yes, this is sounding like Line Tower Wars, but trust me. If you actually play it, it will feel nothing at all like Line Tower Wars.
There are over a hundred towers, so I don't have the time to describe them all; I'll just describe the characteristics of each of the final basics.
Keep in mind that, in this chart, Average Attack Speed is around 0.9-1.5; Very Fast means VERY FAST
Ballista towers:
Damage: Average
Fire Rate: Average
Range: High
Attack Type: Single-target
Tanks:
Damage: Above Average
Fire Rate: Below Average
Range: Below Average
Attack Type: Large Splash (ground only)
Special: Barrage (9x anti-air rockets with low damage, splash)
Machine Gunners:
Damage: Low
Fire Rate: Very Fast
Range: Average
Attack Type: Single-Target
Mortar Towers:
Damage: Above Average
Fire Rate: Below Average
Range: Above Average
Attack Type: Large Splash (ground only)
Blade Towers:
Damage: Average
Fire Rate: Very Fast (Fast vs Air)
Range: Very Low
Attack Type: Single-target (50 splash-half a tower space; very small, vs air)
Flying Machines:
Damage: Average
Fire Rate: Very Fast (Fast vs Ground)
Range: Low (Very Low vs Ground)
Attack Type: Single-target (50 splash vs ground)
Swordsmen:
Damage: Very High
Attack Speed: Average (Slow vs Air)
Range: Very Low
Attack Type: Single-target
Smashers:
Damage: Very High
Attack Speed: Very Slow
Range: Very Low
Attack Type: 400 Splash (100 vs air)
The Elemental towers do not keep trends, and so will be more difficult to explain. Expect a tower tree to eventually be made, with descriptions.
So far, the fire, ice, holy, darkness and lightning branches are complete, as well as combination towers for each.
I have also made combination towers which add elements to basic towers.
Progress in Units: I have created four tiers of units, adding to a total of 46 land units which are properly organized and hot-keyed, with proper tool-tips. Sending these units to the other team adds income.
There is also an Aviary which sends air units, with a total of 7 units so far.
Air units have very low health, give less income, and have a high bounty.
I will be adding additional tiers of units.
Overall, there are 53 sendable units.
Progress in Game Options: I have made a variety of game options which can be changed, allowing the Player 1 to significantly change the game setup.
So far, the commands are
-ii ##(Income Interval - Changes how often players recieve income)
-income ### (Changes the starting income)
-food ### (Changes the food limit placed upon sending)
-lives ### (Changes the starting lives)
-gold ### (Changes the starting gold)
-ts ### (Tower Sell - Changes the refund for sold towers)
-tl (Transer Lives - Allows you to gain a life when taking an opponent's life)
-na (No Air - Disables air units)
-at (Enables All Techs)
Hey, people! I threw out the old map and I started developing a new Box Tower Wars game last night. So far, in about 6 hours of work, I have nearly completed the game.
Progress in Triggers: I have created the triggering for everything used in the game.
What makes my gold-to-lumber system functional:
Unlike most games, my gold-to-lumber system works both ways, allowing players who need more lumber to have gold converted into lumber, as well as players who need more gold to have lumber converted to gold. My system also converts gold income to lumber income, and lumber income to gold income.
What makes my anti-blocking system special:
Some mapmakers prevent blocking by making unbuildable tiles, preventing mazing at all.
Most mapmakers use walking units to prevent blocking. This can be abused by swap-blocking.
More experienced mapmakers make triggered anti-blocking systems to prevent towers from even being placed to block in the first place. Although these systems do a good job, they generally only work with tube-shaped building sites, with only a left and a right wall.
My anti-blocking system is designed to prevent blocking no matter what the shape of the building site, be it stacked boxes or any other shape!
Progress in Towers: I have created three trees of towers so far. The first tree is ranged; archers branch off into, eventually, ballista towers, machine gunners, siege tanks and mortar towers. The second tree is melee; blades branch off into, eventually, titan blades, flying machines, smashers, and swordsmen. The third is elemental, branching out into light, ice, fire, lightning, and dark. Yes, this is sounding like Line Tower Wars, but trust me. If you actually play it, it will feel nothing at all like Line Tower Wars.
There are over a hundred towers, so I don't have the time to describe them all; I'll just describe the characteristics of each of the final basics.
Keep in mind that, in this chart, Average Attack Speed is around 0.9-1.5; Very Fast means VERY FAST
Ballista towers:
Damage: Average
Fire Rate: Average
Range: High
Attack Type: Single-target
Tanks:
Damage: Above Average
Fire Rate: Below Average
Range: Below Average
Attack Type: Large Splash (ground only)
Special: Barrage (9x anti-air rockets with low damage, splash)
Machine Gunners:
Damage: Low
Fire Rate: Very Fast
Range: Average
Attack Type: Single-Target
Mortar Towers:
Damage: Above Average
Fire Rate: Below Average
Range: Above Average
Attack Type: Large Splash (ground only)
Blade Towers:
Damage: Average
Fire Rate: Very Fast (Fast vs Air)
Range: Very Low
Attack Type: Single-target (50 splash-half a tower space; very small, vs air)
Flying Machines:
Damage: Average
Fire Rate: Very Fast (Fast vs Ground)
Range: Low (Very Low vs Ground)
Attack Type: Single-target (50 splash vs ground)
Swordsmen:
Damage: Very High
Attack Speed: Average (Slow vs Air)
Range: Very Low
Attack Type: Single-target
Smashers:
Damage: Very High
Attack Speed: Very Slow
Range: Very Low
Attack Type: 400 Splash (100 vs air)
The Elemental towers do not keep trends, and so will be more difficult to explain. Expect a tower tree to eventually be made, with descriptions.
So far, the fire, ice, holy, darkness and lightning branches are complete, as well as combination towers for each.
I have also made combination towers which add elements to basic towers.
Progress in Units: I have created four tiers of units, adding to a total of 46 land units which are properly organized and hot-keyed, with proper tool-tips. Sending these units to the other team adds income.
There is also an Aviary which sends air units, with a total of 7 units so far.
Air units have very low health, give less income, and have a high bounty.
I will be adding additional tiers of units.
Overall, there are 53 sendable units.
Progress in Game Options: I have made a variety of game options which can be changed, allowing the Player 1 to significantly change the game setup.
So far, the commands are
-ii ##(Income Interval - Changes how often players recieve income)
-income ### (Changes the starting income)
-food ### (Changes the food limit placed upon sending)
-lives ### (Changes the starting lives)
-gold ### (Changes the starting gold)
-ts ### (Tower Sell - Changes the refund for sold towers)
-tl (Transer Lives - Allows you to gain a life when taking an opponent's life)
-na (No Air - Disables air units)
-at (Enables All Techs)