Tower Defense
For this proof of concept we chose to create a futuristic tower defense that incorporated event systems. The event systems would control the use of turrets and when you could unlock them. Rather than using a 2D setting we decided to use a 2.5D setting to show off our towers and enemies. We wanted to go with a more futuristic theme for this game because it felt like that medieval had been used up. The enemies followed a set path to come and kill your base. There are 3 waves all with different enemies and turrets that can be used to kill these enemies in order to protect your base.
Our original idea for this game was making the tower defense game into a multiplayer. So how would this work? Well at first we wanted to make it so that one player was the defending team and the other was the attacking. Using fog of war to mask the players intentions and strategies, we would have rounds where the player place the attck and defenses. The attcking player would declare which lane and how many troops and the defensive player would place the turrets where he/she saw most fit. after about thirty seconds the round would commence like a normal tower defense.
This seemed like a great idea but we decided that we were biting off more than we could chew. Reason being is that we would have to create strategies for each and balance out each side so that there was a reason to play both sides and so that they were both fun. We also didn't know how we would implement event systems for each of the player simultaneously.
We then discussed creating a tower defense game like plants vs. zombies. We weren't too satisfied with this idea because it didn't seem fun and not all that challenging at the time. So we decided to scrap that idea all together.
With some further thought and brainstorming we came up with just doing a regular tower defense game with a futuristic twist. The reason why we went with this idea was due to the fact that we believed that we could make more out of simpler game than we could out of a complex one. So we stuck with a more traditional based TD game.
Some of the thing s that we changed during implementation were drag and drop from a spawn point; Unlocking system based off currency, and having a boss level.
The reason why we change the drag and drop was because or main coder, Vivek, knew of a better and more efficient way of doing this type of code. I stead of dragging from a spawn we decided to make it so that when we pressed a UI button the prefab would be instantiated onto the mouse coordinates and would follow the mouse until it was placed. This proved to be more effective as well as impressive/slick.
The other thing we changed during building/implementation was the unlocking system. Spenser was tasked with creating an unlock system which was based off the currency the player earned. So initially we wanted it so that when the player had collected 30 coins from killing the enemies they would be able to unlock the next tier of towers for them to use. However, with lack of time we were not able to implement this mechanic even though it was really cool and used event systems. So instead we made it so that when the player completes the wave the player unlocks the next tier.
The other notable change that we made during building/implementing our game was having a boss level at wave three to show the capabilities of the turrets. Do to lack of time we just scratched that idea due to it not being that important in the grand scheme of things.
With all this said there were some real strong points within our proof of concept. One of the major strong points was the implementation of waves and giving the player the ability to start the next wave at their own leisure. This was done by Vivek. It was great addition to our game to really give it the feel of a tower defense game.
I also believe that the turret tracking was another one of the strong points. Reason being is that its not all that easy to code and if it doesn't work then the game will suck and no one would want to play. It alos makes the game feel more complete even though its just a proof of concept. It shows that we have most of the main mechanics down that can be elaborated on.
Lastly I think the main strong point was the point and click to drop the turrets. This was some really hard coding that Vivek and I attempted together. We were able to complete it to give the player that sense of control and strategy you get from playing TD games. Because its based solely upon where a player places their towers. This mechanic really made the proof of concept feel accomplished and makes me want to come back to it and work on it again.
I am really happy with how our proof of concept turned out. It was hard work but we got it done due to the work ethic of our group and the drive to want to make it better and fun. We had a lot of success in terms of implementing the main mechanics of what makes a TD game such as the waves, drag and drop of the towers, the unlocking of the towers, etc. I feel like this is the most complete proof of concept due to all the major mechanics we completed for our game. This is definitely a game i would like top come back work on because it seems very promising.