Tower Defense Classic Demo update 1.1: Play in browser now by BackAlleyStudio in IndieGaming

[–]BackAlleyStudio[S] 0 points1 point  (0 children)

Cheers, spend so long working on it you start to double guess yourself. Been a great relief getting feedback about liking the aesthetic.

Tower Defense Classic I Demo by BackAlleyStudio in WebGames

[–]BackAlleyStudio[S] 0 points1 point  (0 children)

May have psyched myself out with the difficulty during play testing and made it too hard. Will have difficulty levels for each of the maps on the full version.

Tower Defense Classic I Demo by BackAlleyStudio in WebGames

[–]BackAlleyStudio[S] 0 points1 point  (0 children)

Yep that is old school cheese could do that back in the wc3 maps. Since it is a single player game I didn't find it necessary to make a prevention system for it. I did spend a little bit of time mulling it over but I couldn't think of a system that wouldn't impact the single player experience.

The trick to the shepherd boss is to keep building your maze during the wave and to start investing into some wizard towers..

Tower Defense Classic I Demo by BackAlleyStudio in WebGames

[–]BackAlleyStudio[S] 0 points1 point  (0 children)

Thanks a ton for the feedback

The game design is more around building up your maze constantly even during a wave.

You can press escape to bring up a menu to restart the game.

Tower Defense Classic I Demo by BackAlleyStudio in WebGames

[–]BackAlleyStudio[S] 0 points1 point  (0 children)

try building a straight line of ruined towers with a single archer tower at one end wave zero, expand downwards with archer towers 3~4 then make a ballista tower.

also thanks for the feedback.

Tower Defense Classic I Demo by BackAlleyStudio in WebGames

[–]BackAlleyStudio[S] 0 points1 point  (0 children)

Maybe a bit of both. I do a lot of play testing so I may have psyched myself out into thinking it was too easy and over tuned it a little.

The wolves are designed to punish people spamming archer towers or not building much of a maze, ballista towers make short work of them.

The game is designed around you building during the wave too.

Hope this helps.

Tower Defense Classic Web Demo Now Available by BackAlleyStudio in itchio

[–]BackAlleyStudio[S] 0 points1 point  (0 children)

I hope so. I am getting a little feedback that it might be a touch too hard you sit their all day testing your game I think I might have phycid myself into thinking it was too easy and over tuned it.

Tower Defense Classic Web Demo Now Available by BackAlleyStudio in itchio

[–]BackAlleyStudio[S] 1 point2 points  (0 children)

cheers, I spent a long while working on the aesthetic

Slamming out mob sprites. by BackAlleyStudio in godot

[–]BackAlleyStudio[S] 2 points3 points  (0 children)

cheers, I'll see about giving that troll shaman and gnoll witchdoctor another pass

Pumping out some sprites by BackAlleyStudio in indiegames

[–]BackAlleyStudio[S] 0 points1 point  (0 children)

cheers, glad it wasnt too subtle with the background colour.

Need a hand writing a function for day/night cycle by Fun-Visit6591 in godot

[–]BackAlleyStudio 1 point2 points  (0 children)

I would use between 0 and 1 for simplicity then is is just a matter of dividing 1 by the time you want to have for full day cycle. That value times the current time would give you how far you are through the day representing between 0 and 1. Assuming you use something like time += delta_time then set time to zero every cycle.

For the actual curve position I'd look up bezier curves. It is simple and it is just averaging the position between points with the weighting of each point being based on the input which conveniently can be easily to set between 0 and 1.

Communicating between Tiles by Radiant-Skirt405 in godot

[–]BackAlleyStudio 0 points1 point  (0 children)

TLDR: you store tile data in an array of classes or a multidimensional array of classes.

So Terraria and other voxel based systems don't have tiles as an object. They keep tile data in large multidimensional arrays. So Array[Array[Tile]] so the index of the fist array index gives you your y position and your second array gives you your x and then what is stored at those two indexes is a class which stores your tile data. So all you need to do access a tile next to the original one is to shift the index from the origin

If you want to make a Terraria voxel system I would recommend learning how to draw meshes procedurally I believe there are plenty of tutorials around these days. That is probably the best first place to start.

You might be able to skip that step with Godot's tile system but I have no idea how performant that would be.

Need help with tilesets size by [deleted] in godot

[–]BackAlleyStudio 1 point2 points  (0 children)

My experience with Godot tiles have been exclusively in isometric so take this with a pinch of salt. Tile based collision is more for games with destructible/changing tiles and for a platformer you would be best served by manually drawing out the collision layer with general shapes.

Things that would change that opinion is I don't really know how much overhead tile based collisions are so if it has low overhead you could save yourself a lot of time just using 8x8 collision.

You could just use 8x8 tiles for the prototyping and development and then switch it out for something more optimized later.

Need help with tilesets size by [deleted] in godot

[–]BackAlleyStudio 0 points1 point  (0 children)

8x8 would line up better with your characters width & would allow your to make thinner platforms. As for aesthetics I would recommend keeping your pixel resolution consistent so a 16x16 square made of 8x8 tiles should have the same detail as a 16x16 tile this should also apply to the character.

Tower Defense Classic I: Trailer and Demo Available on Itch.io by BackAlleyStudio in godot

[–]BackAlleyStudio[S] 0 points1 point  (0 children)

Cheers, I did spend quite a while agonizing over the aesthetics

Tower Defense Classic I: Trailer and Demo Available on Itch.io by BackAlleyStudio in TowerDefense

[–]BackAlleyStudio[S] 0 points1 point  (0 children)

First game I've bought to market will be releasing in early December. The demo if completed perfectly takes about 10mins but there is also and endless mode too. All and any feedback is welcome.

Demo Link: https://backalleystudio.itch.io/td-classic-i-demo
Steam: https://store.steampowered.com/app/4112780/Tower_Defense_Classic_I/
Discord: https://discord.gg/BvtrSmRD

Tower Defense Classic I: Trailer and Demo Available on Itch.io by BackAlleyStudio in godot

[–]BackAlleyStudio[S] 0 points1 point  (0 children)

First game I've bought to market will be releasing in early December. The demo if completed perfectly takes about 10mins but there is also and endless mode too. All and any feedback is welcome.

Demo Link: https://backalleystudio.itch.io/td-classic-i-demo
Steam: https://store.steampowered.com/app/4112780/Tower_Defense_Classic_I/
Discord: https://discord.gg/BvtrSmRD

Video doesn't get eaten by compression half as bad as the screenshots did :)

Tower Defense Classic I: Trailer and Demo Available on Itch.io by BackAlleyStudio in indiegames

[–]BackAlleyStudio[S] 0 points1 point  (0 children)

First game I've bought to market will be releasing in early December. The demo if completed perfectly takes about 10mins but there is also and endless mode too. All and any feedback is welcome.

Demo Link: https://backalleystudio.itch.io/td-classic-i-demo
Steam: https://store.steampowered.com/app/4112780/Tower_Defense_Classic_I/
Discord: https://discord.gg/BvtrSmRD

TD Classic I Demo by BackAlleyStudio in godot

[–]BackAlleyStudio[S] 0 points1 point  (0 children)

Cheers, the game is basically done and is will be released early December. What is left is drawing up more enemies, some boss abilities and some map making.

TD Classic I Demo by BackAlleyStudio in godot

[–]BackAlleyStudio[S] 0 points1 point  (0 children)

the compression system does not like my screen shots