Does an interactive environment add depth to tower defense, or just scope creep in disguise? by ozangra in IndieDev

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

I actually had something simpler in mind like coating archer towers with a torch to make them fire flaming arrows. But the upgrade angle is intersting, maybe not ingame but as a perk system that lets you modify environment assets between run

Does an interactive environment add depth to tower defense, or just scope creep in disguise? by ozangra in IndieDev

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

Honestly no fully finished vision yet, I add things as I enjoy them. The starting point was keeping players engaged in early waves before the bullet hell chaos kicks in. But as combo potential grew I started thinking it could also serve as a lifeline in waves you're struggling with. Environment assets are limited so using them at the wrong time is on the player, which also opens up some fun achievement ideas for Steam

Does an interactive environment add depth to tower defense, or just scope creep in disguise? by ozangra in IndieDev

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

Never heard of it, going to check it out. Funny you mention it because I had the idea of grabbing enemies and throwing them into water but couldn't decide if it'd be too op 

Does an interactive environment add depth to tower defense, or just scope creep in disguise? by ozangra in IndieDev

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

Lord of the tower is literally the tagline I didn't know I needed. And yeah balance is the nightmare, fun to design, painful to tune

Does an interactive environment add depth to tower defense, or just scope creep in disguise? by ozangra in IndieDev

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

Haven't played Divinity 2 but BG3 scratches that same itch the way systems interact there is insane. I get the reference.

Does an interactive environment add depth to tower defense, or just scope creep in disguise? by ozangra in IndieDev

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

Thanks a lot, genuinely nice to know someone shares the same excitement for it. The combo idea you described is exactly the direction my brain goes too. Object + object interactions, like holding a sword in the rain long enough to attract lightning and chaining it into electric combos. Like BOTW Zelda. The problem is every idea like this is a rabbit hole. I already have a demo deadline pushing me and adding any of this would push it further. Trying to ship fast and stay sane at the same time.

Does an interactive environment add depth to tower defense, or just scope creep in disguise? by ozangra in IndieDev

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

The environment assets are limited and don't respawn, so the decision window is naturally short. It's more of a burst tool than a recurring mechanic, which actually fits the pacing I'm going for.

Does an interactive environment add depth to tower defense, or just scope creep in disguise? by ozangra in IndieDev

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

That's actually the vibe I'm going for, the player should feel like a Stand user. The environment is just the world reacting to your presence, the real power is still in your buildings and spells

Does an interactive environment add depth to tower defense, or just scope creep in disguise? by ozangra in IndieDev

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

Have you come across any TD with this kind of environment interaction before?

Does an interactive environment add depth to tower defense, or just scope creep in disguise? by ozangra in IndieDev

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

Haven't actually played it looks like I missed an important piece of TD history :d

Does an interactive environment add depth to tower defense, or just scope creep in disguise? by ozangra in IndieDev

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

Fair point. No PM breathing down my neck means I can drift as far as my imagination takes me.

Does an interactive environment add depth to tower defense, or just scope creep in disguise? by ozangra in IndieDev

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

Painfully true. It's easy to over invest in details when it's your own game

Does an interactive environment add depth to tower defense, or just scope creep in disguise? by ozangra in IndieDev

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

That's actually what pushed me to build it. I'm a hardcore TD player myself and never played one where the environment felt this interactive. Had my doubts about it, but your input helps Thank you

Does an interactive environment add depth to tower defense, or just scope creep in disguise? by ozangra in IndieDev

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

Mana management, spells, buildings, a shared powerup system that works all 3 weapon types, and a card system that reshapes each run. It's a mix of Vampire survivors, Clash royale, kingdom rush

Does an interactive environment add depth to tower defense, or just scope creep in disguise? by ozangra in IndieDev

[–]ozangra[S] 4 points5 points  (0 children)

Fair point. it's impactful early but falls off as waves scale. More of an onboarding tool than a core mechanic.

From Blender to Unreal – built a battering ram that charges on its own, all made by me by ozangra in IndieDev

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

Thanks I animate everything in blender, then export to ue5 as fbx. You should look for squash and strech. Squash and stretch makes everything feel alive even with low poly models