Tower Defense: Difference between revisions

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*** Double shot: can store one hit allowing it to fire two rapid shots before dropping down to it's lower speed
*** Double shot: can store one hit allowing it to fire two rapid shots before dropping down to it's lower speed
*** Area
*** Area
* Slow: no damage, but reduce speed
* Slow: no damage, but reduce speed.
* Boost: Increases damage of 8 adjacent
* Boost: Increases damage of 8 adjacent
** Curse: Decreases damage and rate of adjacent
** Curse: Decreases damage and rate of adjacent
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*** Boost 3
*** Boost 3


I'll probably do a tiered tree for each with 3 stages, so each tower will actually have 7 variants.
The ROI for selling decreases at each stage, probably 90%, 80%, 65%.


== Controls ==
== Controls ==
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Towers have different priority settings; first, last, most health, least health.
Towers have different priority settings; first, last, most health, least health.
During the pre-game phase, you can only build in your region.
== Mobs ==
* Basic
* Troll (high health, low $ per hit, high for kill)
* Heal (recovers health, not $)
* Fast
* Armored (high health, no $ until below 50%)

Revision as of 14:38, 8 July 2015

JS/Canvas/Go/Websockets

Large tower defense map. But it's really a PvP game. All games are order N, number of players. There will be N entrances. Each player will be given a region around an entrance where only they can build. But the rest of the map is a fight for space. The map is a grid, like DTD, but with everyone fighting for space, it will be hard to build a good maze. All mobs have a health and dollar value. All damage done returns some $, but the killing shot gets a bonus.

Towers

  • Basic: cheap, decent all around
    • Area
      • Vampire: Same as basic 2 but only extracts $, deals no damange
      • Sniper: Huge area, very high damage, very slow
    • Machine gun: rapid fire
      • Damage
      • Area
  • Area: Damages all mobs in a region
    • Higher speed
      • Area
      • Drain: Small hit on every mob in range every frame
    • Higher damage
      • Double shot: can store one hit allowing it to fire two rapid shots before dropping down to it's lower speed
      • Area
  • Slow: no damage, but reduce speed.
  • Boost: Increases damage of 8 adjacent
    • Curse: Decreases damage and rate of adjacent
      • Silence: Same as curse, plus, disables the most expensive adjacent tower
      • Curse 2: Further decreases damage and rate
    • Boost 2: increases damage further and rate
      • Area: increases area significantly, and damage at Boost 1
      • Boost 3

The ROI for selling decreases at each stage, probably 90%, 80%, 65%.

Controls

You can place a new tower over an old tower, this way you won't lose a space you control.

Towers have different priority settings; first, last, most health, least health.

During the pre-game phase, you can only build in your region.

Mobs

  • Basic
  • Troll (high health, low $ per hit, high for kill)
  • Heal (recovers health, not $)
  • Fast
  • Armored (high health, no $ until below 50%)