- Joined
- Jul 28, 2014
- Messages
- 29
So I've almost finished my TD, Octagon TD, but I feel like there are too many concepts put into it clouding out each other.
1. Random map generation; the map is generated with a random number of waypoints, obstacles, portels, and positive/negative buff runes for each player.
2. Mazing; the player mazes in those area's.
3. Heroes, each player gets a hero to creep with and kill other player's hero's while your waiting for other player's to finish the round. You don't get gold for hero kills.
4. Sends; all units during each wave are sent by your neighboring player. You then send to the player neighboring you. Each send has a 25% chance of also spawning in the hero area with a 8% chance of spawning with an item that can be dropped.
5. Armor, armor is key during sending units. There are 5 armor types and 5 attack types with strengths and weaknesses. FOW is turned off during the round to see what attack types your opponent has to know what type of armor unit to send for the next round.
6. Builder, the builder is the only thing I haven't finished I feel like I should make a builder with 5 basic upgradable towers with the 5 different attack types and 1 mazing tower but that just seems boring.
I have an idea for a tower builder that collects resources(items) using mining machines at the cost of power(mana) then can combine those items into better mining machines and towers sorta like Minecraft tech mods.
I have another idea for a builder that each tower spawns with a random ability and attack type. Those tower's combine and certain abilities combine to create positive abilities or if combined wrong, negative abilities. These teir 2 towers can then be further combined with other teir 2 towers and so on.
Anyway, should I leave some junk out?
1. Random map generation; the map is generated with a random number of waypoints, obstacles, portels, and positive/negative buff runes for each player.
2. Mazing; the player mazes in those area's.
3. Heroes, each player gets a hero to creep with and kill other player's hero's while your waiting for other player's to finish the round. You don't get gold for hero kills.
4. Sends; all units during each wave are sent by your neighboring player. You then send to the player neighboring you. Each send has a 25% chance of also spawning in the hero area with a 8% chance of spawning with an item that can be dropped.
5. Armor, armor is key during sending units. There are 5 armor types and 5 attack types with strengths and weaknesses. FOW is turned off during the round to see what attack types your opponent has to know what type of armor unit to send for the next round.
6. Builder, the builder is the only thing I haven't finished I feel like I should make a builder with 5 basic upgradable towers with the 5 different attack types and 1 mazing tower but that just seems boring.
I have an idea for a tower builder that collects resources(items) using mining machines at the cost of power(mana) then can combine those items into better mining machines and towers sorta like Minecraft tech mods.
I have another idea for a builder that each tower spawns with a random ability and attack type. Those tower's combine and certain abilities combine to create positive abilities or if combined wrong, negative abilities. These teir 2 towers can then be further combined with other teir 2 towers and so on.
Anyway, should I leave some junk out?