- Joined
- Feb 13, 2009
- Messages
- 15
EVOLUTION TD
"In Evolution TD your main goal is to be the first to 500 kills, but it wont be easy. Your prey is constantly evolving, each wave better suited to withstand your defenses. Faster, better armored, more able to survive, each generation will learn from its failures and adapt and overcome. You build towers that deal extra damage to heavy armor? The next generation will have fewer creeps with heavy armor. You build fast firing towers, the creeps get faster. At every turn your prey will attempt to elude you, and you must constantly upgrade yourself and stay ahead of the curve. Hunt a single species to extinction? Well then you will have devoted too many of your resources to destroying a single adversary, and will probably never be able to catch up to the other species that evolved ahead. Its never good when a hunter kills all of its only prey. Then there is nothing left to hunt. You must spread yourself out, hunt all your prey at once, and constantly adapt to your changing prey, or you will never survive."
Evolution TD will have one main thing that I have never seen before (granted, I do live under a rock, so these things may be out there somewhere), enemies that truly adapt. This will be accomplished by spawning more creeps per wave than are intended to be killed. The ones that survive will be able to spawn more creeps with like abilities/traits, and may even interbreed to form truly optimized species bred purely to survive. If you hunt a single species/trait into extinction, then the towers you have built to hunt them will be mostly useless against the other species that have been able to thrive in the absence of attention. This should force you to hunt and adapt to all things at once, or fail to hunt adequately, and allow the other hunters to win.
At the moment, I am sill perfecting the technique on how to go about this, and am still deciding how many variables there should be. I have decided on only 2 primary variables so far:
- movement speed
- armor type
These 2 things will not necessarily go hand in hand. The fast creeps may have heavy armor, and the slow ones might not be armored at all (for that matter, i will probably move into custom armor types and move away from the heavy/medium/light stuff). It will all be a product of the evolution that occurs. There are other variables that I am considering but have not yet attempted the integrate, such as flying creeps, ethereal creeps, and allowing mazzing. Any suggestions on possible variables would be welcome. Also, I will be needing mappers and loading screen artists, but not until this map is far more developed (i gotta make this all work first!).