Hi there,
I've decided that I should try (only try...) to participate with the game I'm writing right now, a Tower Defense one
People that know my GitHub may have noticed there some bits of it already, but if you look closely, it's only the Screen Manager library, not a single line for the game itself
(So it's good according to the rules
)
The GamePlay should be "basic", like a simple TD you can find anywhere in Flash...
I hope I have some time to make it work well before the contest ends... but it should be good enough at least if I dont make everything I would have wanted, for some entry-level game.
Here are some alpha-version screenshots...
As you can see, I have also focused on "quality" dialogs (I mean, like native), thanks to ETK (
EEPro ToolKit, a GUI lib by Jim Bauwens), maybe to try to popularize GUI libs among the un-standardized Nspire-Lua programs
But don't worry about the design of towers (circles) and enemies, that's just for debugging
)
The game grid is "active", meaning, you can mouse over the cells to get info, as well as interact with the keyboard (arrows) to move the selected cell.
There are 4 types of towers and enemy types : water, earth, fire, and air. The towers will do more damage to the corresponding enemy, obviously.
I haven't programmed yet the attacking part (
) but I plan to make it so that you get points for each kill, which makes you also earn money to buy/upgrade towers.
I haven't really decided yet but the wave system will probably be something like ... "more difficult each time because of the health increase of the enemies". Maybe more enemies too, each wave, idk
The AI part is probably the one handling enemies' moves : they auto adapt to the map, not with a hardcoded path
While it's not much of an advanced AI (idk exactly
), I still find that part pretty cool
I make it with the 3.2 SDK but I think it should work with 3.x if I just "compile" it with Luna
More soon !
Also, if you have any ideas for a feature etc...
Byebye
EDIT : Update (30/06/12) :
Some update(s) :
- Path algorithm/AI fort he enemies optimized and complete ! (works with any map, and with some "flawed" ones (thanks to AI ))
- Wave system completely done and quite optimized I think
- Attacking done but not animated (no shooting animations for example... will see later)
- Range of a tower displayed on mouseover
- I still need to do :
-- money system
-- better menu(s)
-- score + stats management
-- level selection (more maps)
-- multilanguage
Anyway, I won't have much time (at all ?) until the end of the contest, sadly, because TI-India is giving me an enormous amount to do x)
I'll see what I can do.
But after the 15th anyway (it's a deadline), I can improve it, even if it's too late