Geologist TD

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Yesman
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Joined: 11 Apr 2009 - 23:21
Re: Geologist TD

as always, there are advantages and disadvantages of every decision made. Yes, a luxury of a 1x1 rock at the cost of 5x5 CLUSTERED major towers :) thankfully one can align them into a line to probably boost something more than just one of other towers. Hmm :) Actually the main tower table is yet to be finetuned, while it pretty much works now.

1x1 rock for five leviathan gems? I'd soiled my pants!

However, the advantages and disadvantages is something I would REALLY enjoy.

Vesper
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Re: Geologist TD

Interactive alpha test revealed several bugs, one of them turned out critical - I have found out that immunity and ability costs were in fact square from what's been intended, so I'm going to revamp some of the constants in monster generator again. Visual polishment will come too. Will probably come out with another build by today's evening (GMT+4).

Yesman
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Re: Geologist TD

Thanks for the update.

Vesper
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Re: Geologist TD

hmm, it looks I'd better throw something into the mix, make it fairly looking, test a while and then advance to the next part, or else I'll not move at all. Going to add difficulty levels (well, I think survival mode like in Alchemist TD will exist in there, and campaign mode will bring its own set of constantswith each map/level), so far they started working, but I ran out of time testing them. BTW people, how do you think how many difficulties should be there? I say four.

Yesman
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Joined: 11 Apr 2009 - 23:21
Re: Geologist TD

hmm, it looks I'd better throw something into the mix, make it fairly looking, test a while and then advance to the next part, or else I'll not move at all. Going to add difficulty levels (well, I think survival mode like in Alchemist TD will exist in there, and campaign mode will bring its own set of constantswith each map/level), so far they started working, but I ran out of time testing them. BTW people, how do you think how many difficulties should be there? I say four.

Sandbox (Free play, no monsters, just map development) , Easy, Moderate, Difficult, Challenge Mode (special mode you could implement, with your own ideas), The Leviathan (just a thought, an unlockable bonus level, which gives you ten levels to prepare for an epic boss; you win by pure luck of which gems you receive). So... maximum of six...

-Sandbox
-Easy
-Moderate
-Difficult
-Challenge
-Leviathan Mode

Vesper
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Re: Geologist TD

challenges? what kind of challenges? So far I can think about only one, but a very hard one - "no rocks", you can only use rocks that you have already placed that were gems at the time you were placing them. There of course should be other ways to challenge oneself.

Map development - well, given infinite mana, you will be able to create any maze you want, but the trick is, mana is limited early, and once you're past a certain point in your gem chances, you will no longer get 1x1 rocks, as all gems you will get will be 2x2 or higher. I expect "easy" level will satisfy for a sandbox approach, while providing realistic mana development curve as you progress in mazing.

Yesman
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Re: Geologist TD

challenges? what kind of challenges? So far I can think about only one, but a very hard one - "no rocks", you can only use rocks that you have already placed that were gems at the time you were placing them. There of course should be other ways to challenge oneself.

Map development - well, given infinite mana, you will be able to create any maze you want, but the trick is, mana is limited early, and once you're past a certain point in your gem chances, you will no longer get 1x1 rocks, as all gems you will get will be 2x2 or higher. I expect "easy" level will satisfy for a sandbox approach, while providing realistic mana development curve as you progress in mazing.

Maybe something like, specific game type(s) are only available, or all gems are all a certain size.

How about the Leviathan Mode?

Vesper
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Re: Geologist TD

Leviathan Mode in this way is too luck-based for my liking, I think these games already greatly depend on luck to add more luck-basing. Having a fixed number of levels with "special waves" set among them, being bound to have say "BOSS FLYING" is acceptable. Having a challenge where all gems are certain size - what do you mean certain size? You mean starting with say 3x3 gems and not get any gem beyond 3x3, thus limiting gem selection to 2 grades? (if 5x5, three grades)? This pretty much defies the main feature of GemTD and Geologist TD, an ability to put mana/gold to get more gems.

Vesper
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Re: Geologist TD

went experimenting with level background sprites, while it's acceptable for them monsters to run around a standard background, I expect that the storyline will require several locations with maybe a common background/theme and several distinctive features. So far I came up with two textures, maybe there could be five, or six in case of underground one.

Yesman
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Joined: 11 Apr 2009 - 23:21
Re: Geologist TD

Everything looks good to me.

By the way, are the gems going to vary? Are they different from Alchemist? Will this game have a Diamond gem? Alchemist didn't.

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