Geologist TD

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Vesper
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Last seen: 8 months 2 weeks ago
Joined: 2 Oct 2008 - 10:44
Geologist TD

okay I think it's time to open a thread for the game I'm making. Geologist TD is a TD game with basic GemTD principles and several distinctive features both implemented and planned. (At most it'll turn out average, but there's still an opportunity to make it better.) So far I have made the following:

1) Game engine, having monsters, towers, shots, mana, shield (AKA lives), waypoints and a single "classic" maze taken off Alchemist TD (which in turn took it from GemTD).
2) Two monsters with an ability to add more (graphics only), 11 abilities of monsters, 8 immunities to various effects that towers do
3) 26 gems and 17 recipes to make them, 11 grades of each gem, 5 sizes of gems and rocks, static sprites
4) An ability to raise a gem off grid to place it elsewhere (costs mana), to combine two identical gems into one a grade bigger, to remove a gem off the grid for good, to upgrade gem chances, and a reset-state similar to what's done in GemTD.
5) A small interactive help with recipes and gems.

What's planned:

1) More spells to do with gems (grow from mana for example) and monsters (kill one with lightning, for example).
2) A storyline, so far text only, but pretty advanced already.
3) More levels, difficulty levels
4) Skills and artifacts for a wizard (variable, of course)
5) Resources to fund the research and their retrival (mid-battle)

What's requested from you:

1) Ideas of what a wizard can do with gems. "Digging gems" is based on Alchemist TD with simlar game mechanics
2) What gem effects are considerable to be used within the game. Having here: splash, burn, poison, armor piercing, armor reduction, swat (a blow that harms both HP and maxHP in percentage), slow, stun, multitarget, aura-gem.
3) What monsters should be able to pull off their sleeves to withstand the maze. Currently: they can be immune to either effect, armored, unable to be slowed beyond a certain speed; they can regenerate and fly (obviously).
4) What to do with local storyline's Prime Evil. Twisted plot is absent.
5) What should be the special effects and whatever sounds the game might need. I am out of a sound card over here :) (it's onboard and the chip malfunctioned) So far nothing is done except a generic class that can hold animations.
6) Level generation. Yet nothing is done but the engine and its interface. Levels are planned to be up to 60x50 size, waypoints are 3x3, all kinds of obstacles are permitted (nothing yet is coded into the game), including roads and rainclouds (prevents fliers to pass but lets ground monsters pass), including obstacles of an irregular form, excluding overlapping of obstacles.

Currently working on: UI and graphics to base level, aligning gem sprites by color, searching for monster sprites, game balance (gems vs gems, gems vs monsters).

Any responses are welcome excluding outright hatred.

fredg999
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Last seen: 11 months 2 weeks ago
Joined: 1 Feb 2009 - 21:51
Re: Geologist TD

What programming language are you going to make this with?
Will it have both "basic" and "special" gems like in GemTD?

Concerning wizard skills, maybe there could be one that applies a temporary buff to gems in a restricted area.

Maybe I'll find other ideas later.

Vesper
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Last seen: 8 months 2 weeks ago
Joined: 2 Oct 2008 - 10:44
Re: Geologist TD

The game is being written in AS3 in FlashDevelop. Used Adobe Flash CS4 for starters, have managed to make a working minimum before it expired, currently the only thing that's left from there is waypoint graphics.

Yes, first 9 gems are "basic", then there are three more "tiers" of gems, second tier 9, third 6, fourth 2. You can make a higher tier gem out of three lower tier ones, one recipe per gem type. Direct upgrade is planned (didn't yet put in into the interface, the game mechanics supports this ability), both for basic gems and higher tier gems, obviously it'll cost higher if the gem's tier is high.

About the wizard, how do I see him: A wizard is immersed into casting a spell "get more gems", while at that, he can't charge his shield, can't charge anything, but can use something if charged prior to start of the current wave. This means he can use a skill to buff a single gem, or a lot of them at once, but only prior to wave of monsters being released. Maybe, maybe. Thanks.

Vesper
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Last seen: 8 months 2 weeks ago
Joined: 2 Oct 2008 - 10:44
Re: Geologist TD

I have finally finished drafting the user interface, which is now less buggy and more appeasing than what was there before :) and is also easier to change if the need arises, so here is a sample screenshot from the mid-game.

Yesman
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Last seen: 4 years 10 months ago
Joined: 11 Apr 2009 - 23:21
Re: Geologist TD

I have finally finished drafting the user interface, which is now less buggy and more appeasing than what was there before :) and is also easier to change if the need arises, so here is a sample screenshot from the mid-game.

Holy cow. A 1x1 rock. My eyes are deceiving me.

Also: Will there be a grid system for the map? It's very hard to plan without one.

fredg999
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Last seen: 11 months 2 weeks ago
Joined: 1 Feb 2009 - 21:51
Re: Geologist TD

The text seems quite hard to read in some places.

Also, like Yesman noticed, there are 1x1 rocks? And gems? How does that work?

Vesper
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Last seen: 8 months 2 weeks ago
Joined: 2 Oct 2008 - 10:44
Re: Geologist TD

about the text - I'm not yet into colors really, this will surely be fixed.

about 1x1 rocks - wait until you find out there are 5x5 rocks and gems! :) And about balance - yes it works, but balance needs finetuning. Currently I am being overwhelmed at wave ~78, when exponential component kicks in, but that was without me implementing Grow spell (lower middle button) which allows spending a whole lot of mana into a gem to make it bigger. If I'd have that, it'll probably allow me to last another ~30 waves.

Early on it's really hard to employ basic mazing, and you're seriously dependant on not getting only 1x1 gems to actually provide a certain defence. I think this does require planning ahead in what it takes for grow spell, you can use it against a grade 3 ("flawed") gem and get a grade 4 for 80 mana. That can last some.

A grid system - what's that? They are aligned with grid already, this maze is 40x40. And the tool that signifies where the gem you're being placed will end up, is also snapping to grid, so you can see what will happen if you click mouse right here. The path is 8-linked, as in Alchemist TD, I find it better than having a 4-linked path.

(PS: have to fix elongate button, the rock under the gem is barely visible)

Yesman
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Last seen: 4 years 10 months ago
Joined: 11 Apr 2009 - 23:21
Re: Geologist TD

All I'm asking is that will the game feature a toggle of a fully visible grid for help with path creating. You know, like on grid paper, with all of them lines visible.

5x5? I must be... drooling... :drool:

Will the size of the gem signify the strength and power of a gem?

Vesper
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Last seen: 8 months 2 weeks ago
Joined: 2 Oct 2008 - 10:44
Re: Geologist TD

All I'm asking is that will the game feature a toggle of a fully visible grid for help with path creating. You know, like on grid paper, with all of them lines visible.

Not yet, but nothing should prevent me from adding that.;)

5x5? I must be... drooling... :drool:

Will the size of the gem signify the strength and power of a gem?

Yes, however its tier is more of a significance.

Yesman
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Last seen: 4 years 10 months ago
Joined: 11 Apr 2009 - 23:21
Re: Geologist TD

Not yet, but nothing should prevent me from adding that.;)

Yes, however its tier is more of a significance.

Well, that's a major blow...

Luxury of a 1x1 rock, at the cost of immense gems.

Vesper
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Last seen: 8 months 2 weeks ago
Joined: 2 Oct 2008 - 10:44
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.

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