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Forum-Based Tower Defense Beta

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LieutenantRagnarok
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« on: January 14, 2011, 10:10:51 pm »

So I suddenly had a brilliant idea on how to go about making a Tower Defense-based forum game, and I'm almost finished already; I just need to design a couple of maps, and finish off a few job-types.

So while we're waiting for Ybbald to get YBAQ started up, anyone wanna help me out? :p

Yes I realize that posting this on a dead forum is a mostly stupid, but it's not like I need a large volume of people to test it out anyway.


BETA TESTERS

Venser - Lightning Strategist with the Machine Gun Tower
Ybbald - Earth Doctor with the Wave Tower
Evan - Light Mechanic with the Missile Tower
GuywithPasta - Wind/Air Pilot with the Machine Gun Tower

Wave numbers and types:

[spoiler]ROUND 1 CREEP WAVE TYPES AND COMPLETION!!!

Wave 1 - 5x Basic creeps (Venser, GuywithPasta, Evan)
Wave 2 - 3x Basic, 3x Biological (Venser)
Wave 3 - 7x Heavy (Venser)
Wave 4 - 4x Basic, 4x Fast (Venser)
Wave 5 - 9x Basic (Venser)
Wave 6 - 5x Basic, 5x Jumping[/spoiler]

Tower types, stats, and costs

[spoiler]STATS/COSTS


Basic Tower

Level:  1
Attack:  5
Defense:  2
Rate:  1
Range:  2
Shell:  2
Health:  25
Cost:  20
Sell:  10
Salvage: 2

Cost to upgrade:  40

Level:  2
Attack:  10
Defense:  3
Rate:  1
Range:  2
Shell:  3
Health:  60
Cost:  60
Sell:  33
Salvage: 12

Cost to upgrade:  120

Level:  3
Attack:  40
Defense: 4
Rate:  1
Range:  3
Shell:  4
Health:  180
Cost:  180
Sell:  108
Salvage:  54

Cost to upgrade:   N/A


Quick Tower

Level:  1
Attack:  1
Defense:  1
Rate:  3
Range:  1
Shell:  2
Health:  18
Cost:  35
Sell:  17
Salvage:  3

Cost to upgrade:  70

Level:  2
Attack:  1
Defense:  2
Rate:  27
Range:  1
Shell:  4
Health:  45
Cost:  105
Sell:  57
Salvage: 21

Cost to upgrade:   210

Level:  3
Attack:  1
Defense:  3
Rate:  120
Range:  2
Shell:  9
Health:  100      
Cost:  315
Sell:  189
Salvage:  94

Cost to upgrade:   None


Anti-Air Tower

Level:  1
Attack:  10
Defense:  6
Rate:  1
Range:  2
Shell:  3
Health:  30
Cost:  75
Sell:  37
Salvage: 7

Cost to upgrade:   150

Level:  2
Attack:  40
Defense:  6
Rate:  1
Range:  2
Shell:  3
Health:  50
Cost:  225
Sell:  123
Salvage:  45

Cost to upgrade:   450

Level:  3
Attack:  100
Defense:  6
Rate:  1
Range:  2
Shell:  3
Health:  80
Cost:  675
Sell:  405
Salvage:  202

Cost to upgrade:  None


Quake Tower  (Hits all ground-based minions/creeps, regardless of position)

Level:  1
Attack:  2
Defense:  0
Rate:  0.5
Range:  MAX*
Shell:  0
Health:  15
Cost:  50
Sell:  25
Salvage: 5

Cost to upgrade:   100

Level:  2
Attack:  12
Defense:  0
Rate:  0.33
Range:  MAX*
Shell:  0
Health:  32
Cost:  150
Sell:  82
Salvage: 30

Cost to upgrade:   300

Level:  3
Attack:  50
Defense: 0
Rate:  0.25
Range:  MAX*
Shell:  0
Health:  64
Cost:  450
Sell:  270
Salvage:  135

Cost to upgrade:   None


Dual Tower

Level:  1
Attack:  7
Defense:  3
Rate:  1
Range:  1
Shell:  3
Health:  12
Cost:  80
Sell:  40
Salvage:  8

Cost to upgrade:   160

Level:  2
Attack:  34
Defense:  4
Rate:  1.5
Range:  2
Shell:  4
Health:  28
Cost:  240
Sell:  132
Salvage:  48

Cost to upgrade:   480

Level:  3
Attack:  115
Defense:  5
Rate:  2
Range:  2
Shell:  5
Health:  49
Cost:  720
Sell:  432
Salvage:  216

Cost to upgrade:   None


Missile Tower (Splash Damage affects 1 tile in every direction of the affected tile, inflicting 20% of the tower's original damage.  It increases to 2 tiles upon reaching level 3)

Level:  1
Attack:  16
Defense:  5
Rate:  0.7
Range:  2
Shell:  1
Health:  30
Cost:  70
Sell:  35
Salvage:  7

Cost to upgrade:   140

Level:  2
Attack:  60
Defense:  7
Rate:  0.5
Range:  2
Shell:  1
Health:  80
Cost:  210
Sell:  115
Salvage:  42

Cost to upgrade:   420

Level:  3
Attack:  360
Defense:  9
Rate:  0.4
Range:  3
Shell:  2
Health:  220
Cost:  630
Sell:  378
Salvage:  189

Cost to upgrade:   None


Tank Tower

Level:  1 (Hits two ground enemies at once)
Attack:  2
Defense:  6
Rate:  0.5
Range:  2
Shell:  4
Health:  50
Cost:  60
Sell:  30
Salvage:  6

Cost to upgrade:   120

Level:  2 (Hits three ground enemies at once)
Attack:  8
Defense:  7
Rate:  0.5
Range:  3
Shell:  4
Health:  120
Cost:  180
Sell:  99
Salvage: 36

Cost to upgrade:  360

Level:  3 (Hits four ground enemies at once)
Attack:  27
Defense:  8
Rate:  0.5
Range:  4
Shell:  5
Health:  300
Cost:  540
Sell:  324
Salvage:  162

Cost to upgrade:    None


Multi-Air Tower

Level:  1 (Hits two aerial enemies at once)
Attack:  12
Defense:  4
Rate:  1
Range:  2
Shell:  4
Health:  10
Cost:  125
Sell:  67
Salvage:  12

Cost to upgrade:   250

Level:  2 (Hits four aerial enemies at once)
Attack:  52
Defense:  6
Rate:  1
Range:  2
Shell:  6
Health:  24
Cost:  375
Sell:  206
Salvage:  75

Cost to upgrade:   750

Level:  3 (Hits six aerial enemies at once)
Attack:  140
Defense:  8
Rate:  1
Range:  3
Shell:  8
Health:  45
Cost:  1,125
Sell:  675
Salvage:  337

Cost to upgrade:   None


Gunk Tower

Level:  1  (Slows creeps/minions down by 10%)
Attack:  0
Defense:  1
Rate:  MAX
Range:  1
Shell:  5
Health:  30
Cost:  25
Sell:  12
Salvage:  2

Cost to upgrade:   75

Level:  2 (Slows creeps/minions down by 25%)
Attack:  0
Defense:  2
Rate:  MAX
Range:  1
Shell:  8
Health:  60
Cost:  100
Sell:  55
Salvage:  20

Cost to upgrade:   225

Level:  3 (Slows creeps/minions down by 50%)
Attack:  0
Defense:  3
Rate:  MAX
Range:  1
Shell:  12
Health:  90
Cost:  325
Sell:  195
Salvage:  97

Cost to upgrade:   None


Wave Tower *(Affected tile chosen by the player)

Level:  1
Attack:  1
Defense:  0
Rate:  2
Range:  *
Shell:  10
Health:  20
Cost:  45
Sell:  22
Salvage: 4

Cost to upgrade:   90

Level:  2
Attack:  1
Defense:  0
Rate:  5
Range:  *
Shell:  15
Health:  50
Cost:  135
Sell:  74
Salvage: 27

Cost to upgrade:   270

Level:  3
Attack:  2
Defense:  0
Rate:  15
Range:  *
Shell:  20
Health:  100
Cost:  305
Sell:  183
Salvage:  91

Cost to upgrade:   None


Boost Tower (Improves an attribute chosen, including health, by the player by a set amount)

Level: 1
Increases by 10%
Increases Defense/Shell by 2
Cost:  70
Sell:  35
Salvage:  7

Cost to upgrade:  210

Level: 2
Increases by 25%
Increases Defense/Shell by 4
Cost:  280
Sell:  154
Salvage:  56

Cost to upgrade:  630

Level: 3
Increases by 50%
Increases Defense/Shell by 10
Cost:  910
Sell:  546
Salvage:  273

Cost to upgrade:  None


Machine Gun Tower

Level:  1
Attack:  2
Defense:  3
Rate:  7
Range:  2
Shell:  3
Health:  25
Cost:  100
Sell:  50
Salvage:  10

Cost to upgrade:   200

Level:  2
Attack:  3
Defense:  4
Rate:  25
Range:  2
Shell:  4
Health:  45
Cost:  300
Sell:  165
Salvage:  60

Cost to upgrade:  600

Level:  3
Attack:  4
Defense:  5
Rate:  70
Range:  3
Shell:  5
Health:  111
Cost:  900
Sell:  540
Salvage:  270

Cost to upgrade:  None


Target Tower  (*Player selects a specific minion/creep for the tower to attack)

Level:  1
Attack:  9
Defense:  0
Rate:  1
Range:  MAX*
Shell:  0
Health:  25
Cost:  85
Sell:  42
Salvage: 8

Cost to upgrade:  170

Level:  2
Attack:  45
Defense:  0
Rate:  0.8
Range:  MAX*
Shell:  0
Health:  56
Cost:  255
Sell:  140
Salvage:  51

Cost to upgrade:  510

Level:  3
Attack:  160
Defense:  0
Rate:  0.75
Range:  MAX*
Shell:  0
Health:  140
Cost:  765
Sell:  459
Salvage:  229

Cost to upgrade:  None[/spoiler]

Current Map:

[spoiler]The UN

[/spoiler]
« Last Edit: January 25, 2011, 08:28:27 pm by LieutenantRagnarok » Report Spam   Logged
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« Reply #1 on: January 14, 2011, 10:27:33 pm »

I'd help, but I'm already shorted on time as it is. I'll have to sit this one out.
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Evan20000
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« Reply #2 on: January 14, 2011, 10:53:42 pm »

I'll test if you need me, but I won't be able to actively develop due to working on my own project.
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LieutenantRagnarok
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« Reply #3 on: January 15, 2011, 12:27:25 am »

Getting a couple of opinions is fine enough for me.  It's not like I'm going to ask anyone to do anything utterly game-changing. Tongue

Although that DAMN Entrophy might screw things around again....

I can get this started tomorrow.  I'd start now, but there's a lot of snow for me to shovel today. <_<
« Last Edit: January 15, 2011, 03:34:08 pm by LieutenantRagnarok » Report Spam   Logged
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« Reply #4 on: January 16, 2011, 01:15:02 pm »

This forum is for games so you are more than welcome to do this here
and this sounds interesting, I'll help
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LieutenantRagnarok
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« Reply #5 on: January 16, 2011, 02:37:36 pm »

All help is appreciated. ^_^

Although since I spent most of yesterday outside YET AGAIN, I'm forced to delay it.

So I'll share some of what IS already done for now.




[spoiler]JOBS


Construction Worker (Starts with the Tank Tower)

Capable of building their own towers from just about any form of material, this benefits them to not only have more frequent building of their towers, but to recover more losses from them should something go horribly wrong.  Rumor has it, however, that due to them rarely using proper building materials, that their towers are not as sturdy as normal towers would be.

+Cheaper Tower Building costs (excluding elemental towers)
+Greater Returns from sold/salvaged towers (excluding elemetal towers)

-Reduced Tower Health


Speed Racer (Starts with the Machine Gun Tower)

The only thing known to someone like this is in their namesake; speed.  Not only can their towers attack more frequently, their workers improve them at a surprising pace as well.  It's a shame they can't take a punch though... or at least, not much of one.

+Imrpoves Tower Fire Rate
+Improves Tower Upgrade Speed

-Reduced Tower resistance to all damage sources


Bouncer (starts with the Quake Tower)

Famous for keeping unwanted patrons out of the domain they protect, they are notorious for causing a few rejects to be sent into outer space... or to the other side of town.  But doing it fast isn't quite their game.

+Improves Tower resistance to all damage sources
+Quake Towers have a 10% chance to knock enemies back a tile.

-Reduced Tower Fire Rate


Pilot (Starts with Multi-Air)

People who have spent their lives up in the air.  Their experience has enabled them to not only see far beyond what normal people can see, they can deal with airborne threats better than anyone.  Can someone please tell them to put their feet on the ground though?

+Improved Tower Range
+Improved Anti-Air Tower Damage

-Reduced non-Anti-Air Attack Power


Mechanic  (Starts with the Gunk Tower)

Professional tool users (XD) with enough hands-on know-how to build the biggest guns around, while simultaneously implementing better parts for their towers.  Although they don't really need to be that focused.

+Tower Attack Damage
+Improved Tower <Upgrade> (Player selects which upgraded attribute gets improved beyond normal; works only during the first upgrade and cannot be editted/altered during the 2nd upgrade)

-Reduced Tower Attack Range


Athelete  (Starts with the Dual Tower)

Along with improving their own bodily functions, they have devoted themselves to creating towers that last longer than the rest... even if that means using a slightly 'underhanded' procedure.  This doesn't come with some sort of casualty, however.

+Improved Tower Health
+Can use "Steroids" on a tower once per round (Steriods imrpoves all stats while compromising a portion of the tower's health.)  This can be done at anytime, from when a wave starts to just before the wave ends.

-Any tower that has had a "Steroid" used on it loses some value to it, and therefore it's sellback price is reduced and it's salvage cost is set to zero.  (The "steriod" penalty stacks.)


Doctor (Starts with the Boost Tower)

Practicioners of the healing arts, they have (somehow) devised a way to produce self-healing towers.  This comes with a compliment of creatures that can regenerate lost life as well, but it's left them a little short in other areas.

+Towers regenerate up to 10% of their health at the end of each wave
+Minions regain 10% of their health per tile/space they travel

-Tower's and minion's strongest point is weakened


Symbologist (Starts with the Wave Tower)

A group of trained acolytes have taken it upon themselves to learn the mystical arts of the Elements.  While this grants them better preparations for combating and summoning elemental towers and creatures, their ignorance towards the more common artifacts can become their downfall.

+Improved Elemental Towers
+Improved Elemental Minions

-Reduced Non-Elemental Towers and minions


Strategist (Starts with the Missile Tower)

Can you ever tell what these guys are thinking?  Probably not, as they can keep changing approaches to suit whatever it is they need to do.  Although sometimes they do it a little too much....

+Improved tower <attribute> (the Player decides which attribute to improve, does NOT include cost/sell/salvage)
+Improved minion <attribute> (The player decides which attribute to improve)

-Must use all possible improvements before being able to use them again (EX. if you pick increased attack and improved selling costs, you cannot select them again until all the other attributes/costs/money are used.)


Emperor (Starts with the Target Tower)

Those who have forsaken, or just simply don't care for, towers, have dedicated themselves to mastering the design, creation, and usage of minions.  This has left them to be the most hated group, and therefore do not have the same amount of resources as others.

+Improved Minion stats (excludes elemental minions)
+Minions resist special effects from towers better than normal

-Reduced Castle/Home income.



ELEMENTS


Water  (Weak against Lightning)

+Shell/Wisdom
-Attack/Strength

Ligthning (Weak against Water)

+Rate/Speed
-Defense/Armor

Earth (Weak against Wind)

+Health/Energy
-Range

Wind (Weak against Earth)

+Range
-Health/Energy

Fire (Weak against Ice)

+Attack/Strength
-Shell/Wisdom

Ice (Weak against Fire)

+Defense/Armor
-Rate/speed

Light (Weak against Dark)

+All Tower Attributes (less cost/sell/salvage, minor)
-All minion stats (minor)

Dark (Weak against Light)

+All minion stats (minor)
-All Tower Attributes (less cost/sell/salvage, minor)


Almighty

+Can be any element
-Cannot control which element they'll be.


TOWER ATTRIBUTES

Attack - The amount of damage the tower does.  The type of damage changes on whether the tower is elemental or not
Defense - The amount of physical damage it resists
Rate - How frequently the tower attacks
Range - How far the tower can attack
Shell - The amount of elemental damage it resists
Health - How much structural integrity the tower has.  If it reaches zero, the tower is destroyed.
Cost- How much money you need to build the tower.  It later reflects how much you need to upgrade it.
Sell - How much money the tower is worth if you choose to sell it.
Salvage - How much money you get if the tower gets destroyed

MINION ATTRIBUTES

Strength - How much physical damage the creature can inflict.  This applies to both harming a tower and harming the player's castle/home.  The type of damage changes on whether the minion is elemental or not.
Armor - The amount of physical damage it resists
speed - How quickly the minion moves.
Range - How far the minion can attack.  Most can only attack a tower when they're beside it, but a few can....
Wisdom - How much elemental damage it resists.
Energy - How much life the minion has.  Once it reaches zero, the minion dies.



TOWER TYPES


Everyone gets:
Land/Air - Balanced tower that targets both Land and Aerial minions
Quick - Fast attacking tower that doesn't inflict much damage.  Targets both Land and Aerial minions.
Anti-Air - High damaging tower that targets only aerial minions

Unique to certain jobs (and one for player's choice):
Quake - Slow-acting tower that hits all land-based minions
Dual - Low health tower that can hit both a land minion and an aerial minion at the same time
Missile - High damaging, but slow-firing tower that can be programmed to target either land OR air minions
Tank - Multiple-hitting tower with a lot of health, but low damage and speed.  Hits only land minions
Multi-Air - Low health, high-damaging tower that targets multiple aerial minions at once
Gunk - Non-damaging tower that causes creeps to slow down.  Affects one tile/space and only land minions.
Wave - Constant-attacking tower that affects one tile/space, damaging everything that passes by it.  Weakest of all the towers.
Boost - Non-damaging tower that improves an attribute of nearby towers (decided by the player upon purchase and cannot be changed)
Machine Gun - Improved version of the Quick Tower.
Target - Long-range tower that hits a specific minion.

Elemental Towers - Inflict damage based on the user's element type.  Different elements have different weaknesses, and hitting an enemy weak to an element will result in inflicting twice the damage to the minion.  However, attacking an enemy with the same element as the tower will result in damage being cut in half.

The element chosen by the user also improves or diminishes the attributes of the elemental tower.[/spoiler]
« Last Edit: January 18, 2011, 09:46:54 pm by LieutenantRagnarok » Report Spam   Logged
LieutenantRagnarok
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« Reply #6 on: January 17, 2011, 04:28:14 pm »

And I neglected to mention, since the elements and job types are done, if you're willing to participate, you can select which of those you want to be now.
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« Reply #7 on: January 17, 2011, 07:28:42 pm »

Holy shit that looks awesome

fuck getting work done I'm playing this

I'll go with Dark Emperor. Even though I have no idea what minions even do.
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« Reply #8 on: January 17, 2011, 09:44:45 pm »

Looks awesome
In with doctor
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Evan20000
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« Reply #9 on: January 18, 2011, 02:21:14 pm »

Light Mechanic gogo
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LieutenantRagnarok
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« Reply #10 on: January 18, 2011, 09:42:37 pm »

Minions are just another name for Creeps.  Yes, not only do you get to build towers, but you get control of your own creeps (lol) as well.  And with that, I can design the first map. ^_^

I'm probably going to make the first map an Endurance Match, where everyone focuses solely on tower building and I send creeps/minions out, because creep/minion costs aren't determined yet (you know... because towers might already be too expensive as it is; it's gonna cost money to send creeps/minions out as well.  Although I might just throw that part out altogether.)

And thank god spoilers are up.  <_<;;

EDIT

Why do I keep forgetting important info?

Let me explain the Tower setup:

You have 6 Towers at your disposal;

The First is your elemental tower, which is obviously dictated by what element you choose.
The Next three are the standard towers: Land/Air, Quick, and Anti-Air.
The Fifth is your Job tower, which is dictated by which job you choose.
The Last is a Player's Choice tower, where you get to pick a tower of your choice to use that you don't already have.  This tower is also interchangeable BETWEEN FIGHTS (ITT: before you start a new battle), so if you want to use a different tower for your next battle, you can.

What?  You thought I was gonna give you ALL the towers?  Not likely. <_<  Although, of course, that's subject to change.
« Last Edit: January 18, 2011, 11:28:52 pm by LieutenantRagnarok » Report Spam   Logged
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« Reply #11 on: January 19, 2011, 11:16:02 am »

Whoops didn't take an element
Earth pls

So we have 6 total towers each round? Or...?
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The meme for blind faith secures its own perpetuation by the simple unconscious expedient of discouraging rational inquiry.
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LieutenantRagnarok
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« Reply #12 on: January 19, 2011, 04:35:31 pm »

Six towers for an entire match.  Once a match is over, you can select a new 6th tower if you want, or just keep what you have.  You're stuck with your element and job type until every PvP match finishes.

Also, since I'm most likely not going to be giving you guys control of your own creeps right away, Venser might want to make a couple of changes. <_<;;
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« Reply #13 on: January 19, 2011, 05:44:13 pm »

I'll change to Lightning Strategist then. With Machine Gun as my tower choice.
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« Reply #14 on: January 19, 2011, 06:03:23 pm »

I'll take a wave tower
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Quote from: Richard Dawkins
The meme for blind faith secures its own perpetuation by the simple unconscious expedient of discouraging rational inquiry.
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