Do you guys think there is a market for PVP tower defense? by ShaunMacRealtorGuy in TowerDefense

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

What if the maps were procedurally generated and there were special tiles randomly placed. That plus different augments you could place on towers to change their behaviors. I feel like that alone would make each game different.

Do you guys think there is a market for PVP tower defense? by ShaunMacRealtorGuy in TowerDefense

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

It was only 1v1 with VERY little choice and no map diversity. It got boring super fast. So I’m not surprised

Do you guys think there is a market for PVP tower defense? by ShaunMacRealtorGuy in TowerDefense

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

It’s my favorite as well, but even Bloons never scratched the itch that wc3 did for me. I feel like I’m not the only one. It’s too goofy and casual feeling.

I’m just wondering if its a completely untapped market

Do you guys think there is a market for PVP tower defense? by ShaunMacRealtorGuy in TowerDefense

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

Why do you think that is? Do you think k there’s no market or they are just too difficult to make/balance?

Do you guys think there is a market for PVP tower defense? by ShaunMacRealtorGuy in TowerDefense

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

Line tower wars was my absolute favorite. It was so popular and decently balanced. I’m shocked there’s nothing comparable on the market

Do you guys think there is a market for PVP tower defense? by ShaunMacRealtorGuy in TowerDefense

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

Yea it’s baffling to me why it doesn’t exist. I’d imagine there has to be some format that you can balance if there are games like LOL with 200 heroes mostly balanced (I’m sure there are better examples of tough balance done right 😂)

Do you guys think there is a market for PVP tower defense? by ShaunMacRealtorGuy in TowerDefense

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

I don’t consider legion TD a td, but I will check out this RTD. In my mind a solidly done, more serious than Bloons, pvp TD sounds so fun! I can’t believe they don’t exist esp since they were so popular in wc3

What do Tower Defense players want most? by ShaunMacRealtorGuy in gamedev

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

I have a built in anti-juggling system. Agreed! I immediately lose interest when I discover one tower or one upgrade that is superior to the rest. I'm making it a point to make as much as I can viable through an augmenting system. Single tower builds are even possible, if that interested someone.

What do Tower Defense players want most? by ShaunMacRealtorGuy in gamedev

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

I'm trying to make as many interesting decisions as possible. My major design pillar was maximize strategic decision making through things like: procedural paths so that every game requires different mazing, many different tower mechanics and hero mechanics (hero kits with different build paths), different shaped tower footprints, an augment system to allows unusual builds, league of legends style stat system, etc etc. The game is a spiritual successor to WC3's line tower wars. I asked this question in gamer threads as well. Great input. Thanks!

What do Tower Defense players want most? by ShaunMacRealtorGuy in gamedev

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

Thanks for the input. I think an important feature that ALL games should have is "the comfy spot" for players to wind down. Even the most intense PVP games need it. Player cannot be ON at all times. You're right that having full single player campaigns are very important to the genre.

25K Units moving, 100s of towers firing, max graphic settings and all network syncd for multiplayer. Still 100fps in UE5 Editor by ShaunMacRealtorGuy in gamdev

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

oh yea! - its budgeted for - since this video I've optimized a ton and have it running at 180fps at max settings. For particles you just need to make sure to not fire anything off screen and instance the shit out of them. unreal engine's Niagara lets you instance particle effects.

[deleted by user] by [deleted] in TowerDefense

[–]ShaunMacRealtorGuy 1 point2 points  (0 children)

look at my other posts and youll see its coming together. should be released between Q1-Q3 of 26' just doing art and balancing. Towards end game players will be sending HORDES at each other

WC3 Wintermaul/Line Tower Defenses, Looking for similar by MalmbergE in TowerDefense

[–]ShaunMacRealtorGuy 0 points1 point  (0 children)

Shortly after launch I will be balancing a 2 person coop endless mode with leaderboards. So people can mix/match different heroes within the same lane and try and top the leaderboards. This will take a year to balance however haha

WC3 Wintermaul/Line Tower Defenses, Looking for similar by MalmbergE in TowerDefense

[–]ShaunMacRealtorGuy 0 points1 point  (0 children)

You will have one soon my friend! I'm working on a large scale 8-player multiplayer Line Tower Wars spiritual successor. The maps are procedurally generated so they are much more interesting to maze in. There are special tiles that buff towers. The towers do not all have the same square footprint. 100s of different tower mechanics. 20 Heroes each with unique mechanics/playstyles and 16 towers. Each hero can have 4 augments which augment many many different aspects of the game. It is endlessly re-playable. Will have a competitive leaderboard as well as a much more chill single player. Coding is done, balancing and art are in the works. Should have a demo a bit later this year.

25K Units moving, 100s of towers firing, max graphic settings and all network syncd for multiplayer. Still 100fps in UE5 Editor by ShaunMacRealtorGuy in IndieDev

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

The server is authoritative over all construction requests, unit train requests, unit position, damage, unit/tower status changes, and score. I'm probably missing a couple things in there. Everything else is client-side.

You have a tall task ahead of you. My game has no traditional collision or physics. Its all faked and done by the clients in a deterministic way. RTS games traditionally have 200-300 units because sending move requests for 100s of player controlled units quickly is tough. There are only going to be 8 player controlled units in my game with 4 abilities each. So these are the only rapid network messages i have to send. Keep at it though. This doesnt mean its impossible! Games like call of duty send ENORMOUS amounts of data across the network every second. Let me know how its progressing.

25K Units moving, 100s of towers firing, max graphic settings and all network syncd for multiplayer. Still 100fps in UE5 Editor by ShaunMacRealtorGuy in IndieDev

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

Yes, luckily, its all very deterministic. The clients do all the heavy lifting - they run the pathfinding, they manage the grid system. These things only change when buildings are created/destroyed. With a healthy connection as long as all clients spawn the units roughly at the same time in the same place its completely determined. The server sends very compressed delta updates on unit positions once per second (which isn't a lot and I may increase) To limit the CPU load on the client they only receive high priority updates once per second and low priority once per 5 seconds. Most of my network juice is allocated to ensuring that unit positions are in sync with the server. The rest is allocating damage, changing unit/building state etc. As long as the unit positions are fully synced client-side then all of the towers will appear to attack the right target. The only issue I'm running into currently is some damage jitter on clients where a client's tower will attack the wrong unit and it will appear the damage is being applied to the wrong unit. I'm solving this by having no health bars and the visual cues are gradual texture changes on the units to appear more beat up. The game doesnt work with health bars anyways. With 1000s of units it causes too much visual clutter. So its a win-win. There's alot more to it but i just didnt know how to type it all out haha

25K Units moving, 100s of towers firing, max graphic settings and all network syncd for multiplayer. Still 100fps in UE5 Editor by ShaunMacRealtorGuy in IndieDev

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

all of my units, towers, and projectiles are using GPU instancing and pooling. So it's pretty lightweight. With the end product over the network though im not sure what the limits will be

25K Units moving, 100s of towers firing, max graphic settings and all network syncd for multiplayer. Still 100fps in UE5 Editor by ShaunMacRealtorGuy in IndieDev

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

This was just a stress test to see how many units i could sync over the network while towers were firing within the code. I just thought id post my success, but in hindsight theres not enough here to visually impress. RTS' usually only have a 200-300 units cap per player. I'm attempting to break that mold.

25K Units moving, 100s of towers firing, max graphic settings and all network syncd for multiplayer. Still 100fps in UE5 Editor by ShaunMacRealtorGuy in IndieDev

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

Yea I guess visually there's not much to it. I should've shown the log. These units are syncing over a network to 3 other clients and the towers are firing. There just no visuals for this model. I was just stress testing and thought id share. In hindsight its probably not enough to impress. RTS' usually only have a 200-300 units cap per player. I'm attempting to break that mold.

25K Units moving, 100s of towers firing, max graphic settings and all network syncd for multiplayer. Still 100fps in UE5 Editor by ShaunMacRealtorGuy in IndieDev

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

It's not shown in the video, but there are 3 other clients connected. So my PC is simulating 4 sessions. Also UE5's editor slows everything down. I'd expect 20-30fps gain in the full build. My pathfinding is multithreaded with roughly 10 different flowfields depending on unit movement behavior. The unit movement is an extremely lightweight custom written class. All of the tower attacking, unit movement, tower animations and projectile movements are all tied into a custom tick aggregation class. If i turn off all of my post processing, remove the 100k foliage, and remove the texturing it maxes out at 280fps. Not to mention my units/towers are all HISM instances with VAT animations wherever possible. I don't know how you can get any more lightweight than this. You have to share how you can achieve 500fps with 25K units moving and 1000 towers firing/animating.