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Bullet Points 'Bout Me:
-Computer Science student
-Love games
-Play them
-Wanna make them
-Own Wii
-Own PC
-Own DS
-Mostly play PC
-Am a Nerd
-Am a Jock
-Like Cross Country
-Like Rugby
-Like Wrestling
-Canadian
-Likes brevity
-Likes bullet points


If'n you wanna talk, angusamacdonald@hotmail.com, let's talk
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For you coders out there, actionscript class of the triangles that the player will be able to build on.

If you DON'T GIVE A FUCK, check out the Concept Sketches and Ideas instead.


package{
class GridTriangle{

var accelX:int; //How much creeps are accelerated along the x axis when they stand on the triangle.
var accelY:int; //Same as above but for y axis.
var buildCost:Number //How much the cost of a tower is multiplied by when it is built on this triangle.
var threePoints:Array; //Keeps track of the location of each point of the triangle.
var color:Color; //Keeps track of the color that the triangle will be drawn.
var buildable:Boolean; //Keeps track of whether or not you can build on this triangle.
var tower:Tower; //Keeps track of the tower built on this triangle.

function gridTriangle(x1:int, y1:int, x2:int, y2:int, x3:int, y3:int){

threePoints[1] = new Point(x1,y1); //Creates the three points with info from the constructor
threePoints[2] = new Point(x2,y2);
threePoints[3] = new Point(x3,y3);
accelX = 0; //Accelerations are 0 by default
accelY = 0;
buildCost = 1; //Buildcost is 1 by default, implying 0 percent change in the cost to build on the triangle
color = new Color(0,0,0,1,0,0,0,0); //Color should be black by default4
buildable = true; //Can build on the triangle by default


}

function gridTriangle(x1:int, y1:int, x2:int, y2:int, x3:int, y3:int, aX:int, aY:int){

threePoints[1] = new Point(x1,y1); //Creates a triangle with acceleration from the constructor
threePoints[2] = new Point(x2,y2);
threePoints[3] = new Point(x3,y3);
accelX = aX;
accelY = aY;
buildCost = 1;
color = new Color(0,0,0,1,0,0,0,0);
buildable = true;

}

function gridTriangle(x1:int, y1:int, x2:int, y2:int, x3:int, y3:int, aX:int, aY:int, bCost:Number){

threePoints[1] = new Point(x1,y1); //Creates a triangle with acceleration and build cost from the constructor
threePoints[2] = new Point(x2,y2);
threePoints[3] = new Point(x3,y3);
accelX = aX;
accelY = aY;
buildCost = bCost;
color = new Color(0,0,0,1,0,0,0,0);
if(bCost != 1){ //Changes the color of the lines to reflect the build cost.
if(bCost > 1){ //If the build cost will increase the lines get a red tint.
if(bCost <= 3){ //Build cost should never be more than 3 times the original
color.redOffset = bCost * 85; //The red value = the build cost modifier multiplied by 85.
}else{ //In the rare event that the build cost modifier is greater
color.redOffset = 255; //than three, the red value is set to 255.
}
}else{ //If the cost is going to be cheaper than normal the color
if(bCost >= 0){ //gains a green tint.
color.greenOffset = (1 - bCost) * 255; //The cost should never be less than 0, implying 0% of the
}else{ //original cost. Color changing technique is similar to red
color.greenOffset = 255; //and should be self explanitory.
}
}
}
buildable = true;

}

function gridTriangle(x1:int, y1:int, x2:int, y2:int, x3:int, y3:int, aX:int, aY:int, bCost:Number, canBuild:Boolean ){

threePoints[1] = new Point(x1,y1);
threePoints[2] = new Point(x2,y2);
threePoints[3] = new Point(x3,y3);
accelX = aX;
accelY = aY;
buildCost = bCost;
color = new Color(0,0,0,1,0,0,0,0);
if(canBuild){ //Same as above, but buildability is taken from
if(bCost != 1){ //the constructor. The line color will be set to
if(bCost > 1){ //gray if the player will be unable to build on the
if(bCost <= 3){ //tile.
color.redOffset = bCost * 85;
}else{
color.redOffset = 255;
}
}else{
if(bCost >= 0){
color.greenOffset = (1 - bCost) * 255;
}else{
color.greenOffset = 255;
}
}
}
}else{
color.greenOffset = 140;
color.redOffset = 140;
color.blueOffset = 140;
}
buildable = canBuild;

}

function gridTriangle(x1:int, y1:int, x2:int, y2:int, x3:int, y3:int, aX:int, aY:int, canBuild:Boolean ){

threePoints[1] = new Point(x1,y1); //Creates triangle with acceleration and buildability from constructor.
threePoints[2] = new Point(x2,y2);
threePoints[3] = new Point(x3,y3);
accelX = aX;
accelY = aY;
buildCost = bCost;
color = new Color(0,0,0,1,0,0,0,0);
if(bCost != 1){
if(bCost > 1){
if(bCost <= 3){
color.redOffset = bCost * 85;
}else{
color.redOffset = 255;
}
}else{
if(bCost >= 0){
color.greenOffset = (1 - bCost) * 255;
}else{
color.greenOffset = 255;
}
}
}
buildable = canBuild;

}

function gridTriangle(x1:int, y1:int, x2:int, y2:int, x3:int, y3:int, canBuild:Boolean ){

threePoints[1] = new Point(x1,y1); //Creates a constructor with buildability from the constructor.
threePoints[2] = new Point(x2,y2);
threePoints[3] = new Point(x3,y3);
accelX = 0;
accelY = 0;
buildCost = bCost;
color = new Color(0,0,0,1,0,0,0,0);
if(bCost != 1){
if(bCost > 1){
if(bCost <= 3){
color.redOffset = bCost * 85;
}else{
color.redOffset = 255;
}
}else{
if(bCost >= 0){
color.greenOffset = (1 - bCost) * 255;
}else{
color.greenOffset = 255;
}
}
}
buildable = canBuild;

}

function gridTriangle(x1:int, y1:int, x2:int, y2:int, x3:int, y3:int, bCost:Number){

threePoints[1] = new Point(x1,y1); //Creates a triangle with cost modifier from the constructor.
threePoints[2] = new Point(x2,y2);
threePoints[3] = new Point(x3,y3);
accelX = 0;
accelY = 0;
buildCost = bCost;
color = new Color(0,0,0,1,0,0,0,0);
if(canBuild){
if(bCost != 1){
if(bCost > 1){
if(bCost <= 3){
color.redOffset = bCost * 85;
}else{
color.redOffset = 255;
}
}else{
if(bCost >= 0){
color.greenOffset = (1 - bCost) * 255;
}else{
color.greenOffset = 255;
}
}
}
}else{
color.greenOffset = 140;
color.redOffset = 140;
color.blueOffset = 140;
}
buildable = true;

}

function gridTriangle(x1:int, y1:int, x2:int, y2:int, x3:int, y3:int, bCost:Number, canBuild:Boolean ){

threePoints[1] = new Point(x1,y1); //Creates a triangle with cost modifier and buildability from the constructor.
threePoints[2] = new Point(x2,y2);
threePoints[3] = new Point(x3,y3);
accelX = 0;
accelY = 0;
buildCost = bCost;
color = new Color(0,0,0,1,0,0,0,0);
if(canBuild){
if(bCost != 1){
if(bCost > 1){
if(bCost <= 3){
color.redOffset = bCost * 85;
}else{
color.redOffset = 255;
}
}else{
if(bCost >= 0){
color.greenOffset = (1 - bCost) * 255;
}else{
color.greenOffset = 255;
}
}
}
}else{
color.greenOffset = 140;
color.redOffset = 140;
color.blueOffset = 140;
}
buildable = canBuild;

}

}
}








PLEASE EXCUSE THE AWFUL ARTWORK IT'S JUST TEMPORARY I SWEAR

So I quickly through these together, while listning to I KILL PXLS's "Drugs in my body" on loop. So my mind's been in a bit of an altered states, so some of these concepts may just be plain stupid.



So here's some concept images for the Tower Defense game.
I figured I'd try and do some things to switch up the tower defense genre a little bit.

For starters I thought I'd try a semi-circular map, allowing for the enemies to come from various angles. Enemy spawn locations would be made known to the player well in advance through the use of the red arrows around the edge of the map.
The circular arena and wide variety of spawn locations would force the player to make interesting decisions with regards to tower placement and path-making.

To compensate for the larger number of entry points early in the game a basic "Wall" would be provided at damn near no cost. This would allow players to plan their paths well in advance of the first wave. The walls could then easily be swapped out for proper towers.

I'd also like to include diamond and triangle pieces, essentially dividing the grid in half into triangles. This would allow the player more creative freedom when creating the paths they want the creeps to follow.The circles on the edges of the circle would represent tower icons that could be dragged and dropped to create towers.

Some other things:
- Health bar at the top, with Win representing mad health and fail letting you know you're about to lose.
- Currency for buying towers would be represented by that most praised attribute of rankwhores, comments.
- Time until next wave, along with a picture of the next type of creep would be displayed in the center of the HUD.
-The small white rectangles in the middle of the HUD represent buttons for things I haven't thought of yet.
- Towers would be upgraded by clicking on the tower and clicking on the upgrade.

(The WiiSucks tower was the only tower I could think of worth degrading in this concept sketch)


The basic deal.


I also thougth of doing this as a mixed genre game.
The creeps being little balls that would bounce around and damage the base if they hit it.
The player would be given a paddle to deflect these balls. He'd control the paddle with the arrow keys, deflecting balls until the towers were able to destroy them.
This would add an action element and allow further game depth through paddle upgrades.


I also thought it might be interesting to have terrain sections that move.
These moving sections would either speed up or slow down the creeps depending on the terrain's direction and the creep's direction.
This would make tactical tower positioning more interesting.
The towers would remain stationary regardless of terrain of course.


Other ideas I brainstormed:
-Having creeps be unaware of the proper fastest path to the base. Allowing them to make random decisions at intersections about which way to go, allowing the creator to make "mazes" of towers with dead ends etc. forcing the creeps to pull a 180 and head back the way they came. Also adding an element of chance to make the game more exciting.
-Money generating buildings that the creeps would seek out and attack, creating a secondary building needed to be protected by towers, also could be used as a diversionary tactic to draw some creeps away from the main base.
-I also had this really bad idea involving tetris. Falling tetris pieces would make up the grid, with towers placed on waiting tetris pieces and then the arrangement of the tetris pieces would mandate the arrangement of the towers.

Tower Ideas:
-A shaaaark tower that could be upgraded to a JAWESOME tower.
-Neonie tower and Tragic Hero tower, cause they wanted a tower game so damn much.
-Wiisucks tower, shooting spam posts everywhere.
-Sterling tower, with monocle whip attacks.
-A Rick Atsley tower, super powerful, but, when you place it the music starts playing quietly, the more Atsley towers, the louder it plays.
-I KILL PXLS tower, moderately powerful, used to counter the music of the Rick Atsley tower.
-K, idea well running dry, you want a tower, leave a comment or send me a message about what you'd want your tower to do. And well, I'll see what I can do.
Photo Photo Photo








Neonie Wins!



So it turns out HawtPawkitHero's gonna bring you guys a side-scrolling shooter. Wedge has got the beat 'em ups down.
So I guess Neonie wins. I'll be starting work on this shit when I get home.

(Also shitty two-minute MSPaint art seen above is by no means representative of the final shit.)
Photo








Voting will still end midnight tonight, and then the work will commence!



Alright, so the response has been heavily in favor of a Destructoid Beat 'Em Up game, but... apparently Wedge is already all over that shit.

So, I can make the Tower Defense, or The Man In The Orange Hat, said that what I was proposing as a beat 'em up sounded similar to a side-scrolling shooter (think Alien Hominid or Metal Slug), which is also a viable option, cause I think it would feel very similar to a beat 'em up while still being different enough. Also a side scrolling shooter would be totally fun to make.
Or if people really want I could still make a straight-up beat 'em up.








Voting will end Wednesday midnight, and then the work will commence!



So earlier I made a post about my intent to make a Destructoid themed video game, with (hopefully) heavy input from the community.
So I asked you guys about what genre the game should be, and well it's been really close between Beat 'Em Up and Tower Defense and not that many people have voted.
So I ask you, what you think it should be?

Beat 'em up or Tower Defense?

In the case of beat 'em up I'd probably do something along these lines:
Arrow Keys to move.
Hold left shift to run.
S, D, F, W, E and R will be buttons for six slots, different moves which you can [i]find/earn/unlock would go in these slots.
C would bring up your inventory, (items for clothing/weapons/etc.)
V would bring up your skill menu, and allow you to switch the moves in the slots.
In game currency would revolve around comments.
Sample moves/items being:
Drink: Restores health, various levels, something like: pint, pitcher and keg
Flame: OMG INTERNET FIGHT
Banhammer
LAZAR: FIRIN MAH LAZAR
Ray Gun: Pew pew pew
Bombs: bomberman
Spam blogging: Rapid fire blog pages that immediately combust due to flaming
Rick Roll: Rick Atsley, you roll him into people
Double Post: % Chance to do a double attack
Repost: Increase in comment count for kill
Also, cocks: % Chance a rooster will come help you fight for awhile after every attack.

As far as what I'd do for Tower Defense, well I'm not sure yet, it wasn't really winning when I started brainstorming...

Sample enemies for either game would be along the lines of: Wiisucks, Noob posters ("GOD TOL ME 2 POST1!" credit: Brecksher), Trolls, DMCA problems, cursed PS3s, Red Rings ...








Voting will end Wednesday midnight, and then the work will commence!



So earlier I made a post about my intent to make a Destructoid themed video game, with (hopefully) heavy input from the community.
So I asked you guys about what genre the game should be, and well it's been really close between Beat 'Em Up and Tower Defense and not that many people have voted.
So I ask you, what you think it should be?

Beat 'em up or Tower Defense?

In the case of beat 'em up I'd probably do something along these lines:
Arrow Keys to move.
Hold left shift to run.
S, D, F, W, E and R will be buttons for six slots, different moves which you can [i]find/earn/unlock would go in these slots.
C would bring up your inventory, (items for clothing/weapons/etc.)
V would bring up your skill menu, and allow you to switch the moves in the slots.
In game currency would revolve around comments.
Sample moves/items being:
Drink: Restores health, various levels, something like: pint, pitcher and keg
Flame: OMG INTERNET FIGHT
Banhammer
LAZAR: FIRIN MAH LAZAR
Ray Gun: Pew pew pew
Bombs: bomberman
Spam blogging: Rapid fire blog pages that immediately combust due to flaming
Rick Roll: Rick Atsley, you roll him into people
Double Post: % Chance to do a double attack
Repost: Increase in comment count for kill
Also, cocks: % Chance a rooster will come help you fight for awhile after every attack.

As far as what I'd do for Tower Defense, well I'm not sure yet, it wasn't really winning when I started brainstorming...

Sample enemies for either game would be along the lines of: Wiisucks, Noob posters ("GOD TOL ME 2 POST1!" credit: Brecksher), Trolls, DMCA problems, cursed PS3s, Red Rings ...