Jump to content
SubSpace Forum Network

Subspace-based ASSS-based user-deployable-ASSS tower defense


Recommended Posts

Posted (edited)

12:32 Qwerty^ Subspace tower defense?

12:32 --- Qwerty^ is back

12:39 Qwerty^ blank, tileless map

12:39 Qwerty^ an LVZ overlay consisting of a grid of where turrets can be placed

12:39 Qwerty^ each square on the grid is 32x32

12:40 Qwerty^ :(

12:41 Qwerty^ you

12:41 Qwerty^ you'd be operating from spec

12:41 Qwerty^ and the x-axis would be A, B, C D E... (like in battleship)

12:41 Qwerty^ y-axis 1, 2, 3, 4, 5

12:41 Qwerty^ so you could do like

12:42 Qwerty^ B3 turret 1

12:42 Qwerty^ builds a turret of id#1 at B3

12:42 Qwerty^ or like

12:42 Qwerty^ B3 repair all

12:42 Qwerty^ or B3 repair 500

12:42 Qwerty^ repair entire tower or 500pts worth

12:42 Qwerty^ though repair wouldnt be necessary O_o

12:42 Qwerty^ that'd be more like.. upgrade?

12:42 Qwerty^ hmm

12:42 Qwerty^ or maybe

12:42 Qwerty^ B3 up rate

12:42 Qwerty^ up = upgrade

12:43 Qwerty^ rate = one of few upgradeables for a tower. rate, firepower, multifire, emp, shrap, etc

12:43 Qwerty^ dude

12:43 Qwerty^ Jowie

12:43 Qwerty^ are you there?

12:43 IRCRelay the usual trend is that he isn't

12:43 Qwerty^ we should totally make a deployable ASSS-based Subspace tower defense

12:43 Qwerty^ anyone could just extract, run, and play

12:44 Qwerty^ and they could plug-and-play any settings CFG file they chose

12:44 Qwerty^ choose*

12:44 Qwerty^ that'd be freaking awesome

12:44 Qwerty^ and you could have like..

12:44 Qwerty^ turret-turrets

12:44 Qwerty^ you might have a levi placed at A1

12:44 Qwerty^ and levi might be able to hold, ie. 3 turrets as according to the plugged-in settings CFG

12:45 Qwerty^ and so you could attach different ships to that levi

12:45 Qwerty^ the enemy -- might be different ships just moving in

12:45 Qwerty^ there could be so many different variations

12:45 Qwerty^ like

12:45 Qwerty^ you could have a ship that does a miniature repel (all it would do is stop projectiles in place within the radius of the mini repel graphic

12:46 Qwerty^ and does that every x seconds

12:46 Qwerty^ or like.. a ship with a few turrets serving multiple functions

12:46 Qwerty^ you could even have the legendary UFO ship as a boss

12:46 Qwerty^ oh man

12:46 Qwerty^ I

12:47 Qwerty^ I'm so posting this at SSF

 

Could be firing rate, fire power, range, reload rate (for items like thor [basically an L4/L5 bomb], repel, etc). "Towers" (your deployed defense ships) could have an item like x-radar to reveal cloakers/stealthers within their range. There might be some special kinds of defense ships that rely on radar to track enemies going through, and so you'd need xradar. Perhaps it's cloak and the towers can't shoot at enemies without actually seeing them.

 

Guns and bombs? They would be limited to the tower's range as far as how far they can fire them.

 

Even better, using invisible bricks (graphic would be invisible or something), you could actually have an outlining of the field using regions. This way you could have towers that have bouncing bullets (although, actually, I don't know how you would get friendly bullets to bounce off friendly bricks).

 

muahaha.

 

And then, you could plug in any settings CFG file. Either by loading it with a command, or by plopping it into a specific directory. The game's ship settings and stuff, maybe even things from ?buy (could affect upgrade costs and stuff).. (EDIT: Incomplete sentence. Here: ..could be used to power the game)

 

This would be primarily singleplayer, but you could technically have other players helping you in co-op or just observing.

Edited by L.C.
Posted (edited)

i have all the tools required to do this already, including moving turrets which can move towards a specific location.

 

 

however, there is a flaw/feature of continuum which only broadcasts your position while you in spec far less than when you are in a ship.

i can demonstrate this.

 

 

 

 

edit:

actually, i can literally do this. right now. easily.

stop by SSCV Distension for a demonstration.

 

edit2:

and you could kill the towers as well

 

 

 

.

Edited by Cheese
Posted (edited)

Hold on, I've made an LVZ graphic. :(

 

EDIT: PSD file at http://www.hlrse.net/Qwerty/ss_towerdefense.rar (must have SS fonts installed)

 

http://www.hlrse.net/Qwerty/ss_towerdefense_nogrid.png

 

http://www.hlrse.net/Qwerty/ss_towerdefense_grid1.png

 

http://www.hlrse.net/Qwerty/ss_towerdefense_grid2.png

 

http://www.hlrse.net/Qwerty/ss_towerdefense_grid3.png

 

Also: http://www.gamesforwork.com/games/play-7333-Laser_Defense-Flash_Game

 

however, there is a flaw/feature of continuum which only broadcasts your position while you in spec far less than when you are in a ship.
I'm pretty sure that in Subgame2 this can be changed?? Edited by L.C.
Posted

id have to look into it.

 

 

also, the lvz idea is good, but stick to 25x25 grids or risk making programming harder

additionally, continuum has stars already, your black parts should be solid and #000000, and your green parts will be opaque unless you add black dots

Posted (edited)

Those images were for presentation purposes, not for actual use. Let me upload a more appropriate version to use.

 

EDIT:

ss_towerdefense_lvz_all.png

http://www.hlrse.net/Qwerty/ss_towerdefense_lvz_all.png

 

The following images are split versions so as not to exceed the 512 pixels on either dimension (for compatibility / stay within limits).

 

ss_towerdefense_lvz_topleft.png

http://www.hlrse.net/Qwerty/ss_towerdefense_lvz_topleft.png

 

ss_towerdefense_lvz_topright.png

http://www.hlrse.net/Qwerty/ss_towerdefense_lvz_topright.png

 

ss_towerdefense_lvz_bottomleft.png

http://www.hlrse.net/Qwerty/ss_towerdefense_lvz_topright.png

 

ss_towerdefense_lvz_bottomright.png

http://www.hlrse.net/Qwerty/ss_towerdefense_lvz_topright.png

Edited by L.C.
Posted (edited)

spidernl had a great idea for this too! (For some reason it never occurred to me that it could be done this way)

 

15:16 IRCRelay it looks fun for an event

15:16 IRCRelay let players be the "flood of enemies"

15:16 IRCRelay and let 1 player put down turrets

15:16 Qwerty^ lol.

15:16 Qwerty^ hmm

15:16 IRCRelay give money for kills by turrets

15:16 Qwerty^ I didn't think of that

15:16 IRCRelay to buy more turrets

15:16 Qwerty^ 1 player vs all

15:16 IRCRelay epic fun

 

 

So I suppose there could be these modes:

 

1. Player vs waves of AI

2. Players (co-op) vs waves of AI

3. Player vs waves of players (spidernl's idea)

Edited by L.C.
Posted

spidernl had a great idea for this too! (For some reason it never occurred to me that it could be done this way)

 

15:16 IRCRelay it looks fun for an event

15:16 IRCRelay let players be the "flood of enemies"

15:16 IRCRelay and let 1 player put down turrets

15:16 Qwerty^ lol.

15:16 Qwerty^ hmm

15:16 IRCRelay give money for kills by turrets

15:16 Qwerty^ I didn't think of that

15:16 IRCRelay to buy more turrets

15:16 Qwerty^ 1 player vs all

15:16 IRCRelay epic fun

 

 

So I suppose there could be these modes:

 

1. Player vs waves of AI

2. Players (co-op) vs waves of AI

3. Player vs waves of players (spidernl's idea)

 

i was thinking of the players going through the maze while other players build but .. would it just be 1 person or would there be a whole team dedicated to building structures along the path? It would be hell to balance something like that, but it's definitely plausible.

 

Here's a system I thought of that might work but you'd have to scale things to not be too weak or overpowered

 

Rules:

20 creeps (those guys that run thru the maze), 1 person in spec building structures. He has 30 seconds to build. He's given $1,000 to work with, and his frequency has 40 lives. For each enemy player that survives the run, 1 life is lost.

So he builds a few structures, kills 1 person on the first wave. That 1 person is added to his frequency and he is now a builder, but starts at a much lower $ to work with than the other person (let's say $100, and can only build 1 small structure because of it). Killing players nets you $ and your team a smaller portion of that $.

 

Wave 1 are ships with low energy and speed

Wave 2 has more, and so on and so forth until the final wave (to be determined)

 

yes?

Posted (edited)

Running players through would pose a critical problem: how are you going to keep them from going through the green platform and go only through the pathway... or how are you going to make it so that the projectiles from the "turrets" makes it through to hit the players?

 

EDIT: Actually, I think you could use bricks that are friendly to the "turrets," and use an invisible/null graphic (for the brick).

Edited by L.C.
Posted (edited)

i am already about to integrate a maze solver into my ai project, which is apparently a necessary step in most ai thingies, and i suppose each course would have to be manually built into an array, or an image parser would need to be written.

 

also, keep in mind bricks are invisible to new players, or you would have to resend every single brick to every player entering every time

 

 

 

 

.

Edited by Cheese
Posted

This could be much cooler if players broadcasted their position while in spec mode...

They do, you know.

Wasn't sure...

 

Is it that subgame doesn't forward these packets then? I remember trying to get a mervbot to read my position while in spec...

Posted (edited)

Cheese!> i can specify wherever i want them to be

Cheese!> as well as any speed that they move

L.C.> I also wanted to make a special version of the top-right corner HUD for the operator in spec

L.C.> it would show for lives, points, etc

Cheese!> also easily done

L.C.> :D I can do it!

Cheese!> exactly ^_^;

L.C.> Do we need a "score" part?

Cheese!> not if you use money as a score

Cheese!> :S

L.C.> could have a high-score bulletin, donno?

Cheese!> prob

L.C.> could use points as money

L.C.> or donno

L.C.> kinda hard

Cheese!> unfortunately youre limited to 65000 energy per creep

L.C.> cause score might be more logical.. but points as equally ggood

L.C.> if SVS settings are used, that shouldnt be a problem :p

L.C.> if you use super though.. :o

L.C.> well

Cheese!> i thought operator was in spec

Cheese!> :p

Cheese!> how about i have a better idea

Cheese!> PVP TD

L.C.> well the gameplay is based on the settigns?

Cheese!> :)

L.C.> ?

Cheese!> you buy creeps to send to nme base

Autosaving 2 players...

Cheese!> last base standing wins

Cheese!> :p

L.C.> how do you get money?

Cheese!> kill nme creeps

Cheese!> :)

L.C.> no, but how does the creeps-buyer get money?

Cheese!> TD Dueling

Cheese!> start with a predetermined amount

Cheese!> durr

L.C.> but they'll run out of that amount...

Cheese!> not if they get cash per kill

Cheese!> :p

L.C.> that doesnt make sense

L.C.> ./me prefers regular TD LOL

Cheese!> i have a base

Cheese!> i send creeps to destroy enemy base

Cheese!> enemy kills my creeps and gets money

L.C.> so essentially RTS?

Cheese!> exactly

Cheese!> i just had yet another idea

Cheese!> hero mode

Cheese!> operator can hop in a ship

Cheese!> and fly to nme base

Cheese!> maybe shoot turrets, etc

Cheese!> i almost have the turret system completely finalized

L.C.> so lives, money, and score?

L.C.> hmm

Cheese!> well

L.C.> lives, money, score, wave

Cheese!> lives in td is usually dumb

Cheese!> something that recharges is smarter

L.C.> no it isn't :o it gives you a challenge, a reason to play

Cheese!> like mana or shields or something

L.C.> hmm

Cheese!> maybe take hits out of money

L.C.> maybe like the energy bar in SS?

Cheese!> no

Cheese!> thats not available in spec

Cheese!> and will be in use for hero mode

 

 

 

.

Edited by Cheese
Posted

Personally, I just want /tower defense/ the way it traditionally is.

 

PSD: http://www.hlrse.net/Qwerty/ss_towerdefense_disp.rar

http://www.hlrse.net/Qwerty/ss_towerdefense_disp.gif

(From top to bottom)

1. Score

2. Money

3. Lives

4. Wave

5. Coordinate you are hovering over (if packets are as specific to-the-pixel)

 

You place towers (ships), upgrade them and place more, or sell them, etcetera. Waves of enemy ships come in (do not shoot, just move), and so forth. A person, whoever decided to download the TD-ASSS package, would be able to chose any settings.cfg they wanted to use. The TD would use the settings for determining rotation, speed, firing rate, range, and as many things possible (idea is to have as little hardcoding or material that would be found in files other than your custom settings.cfg/server.cfg file, so that it is mostly dependent on the settings.cfg file you feed ASSS/the module -- similar to how games like Beat Hazard and Audiosurf are "powered by your music," this would be "powered by your settings").

 

Anyway, "I would be lucky to even have someone code it up." I'm not in any position to tell anyone/developers/programmers my stance and/or of how they should make the extrensics of the product appear and be. The idea just hit me one day, so I worked the idea, and I created this thread in sharing it with the community. The community (singular; individually) is free to do whatever with it. It's not my idea since Tower Defense isn't and since Beat Hazard/Audiosurf isn't either.

 

Good luck to whoever!

Posted

it would be far easier to have a lvz crosshair in the center of your screen while in spec

 

 

 

also, it is far more difficult to try to replace the corner HUD than it is to simply add the entries at the bottom, just like every zone that has added a timer there so far

 

also, there are really only three people who are currently capable of getting this finished within a year

jowie, dr brain, me

sadly im the best bet and im busy irl =\

im still very close to finishing my turret core though...

Posted
it would be far easier to have a lvz crosshair in the center of your screen while in spec
I didn't make that graphic because I could assume that this could be implied/inferred. Just take two different frames of the turret graphic, and merge them: the ring should be all green, and if you want you can either (1) remove the turret in the center or (2) remove the turret and replace it with a centered green selector point by merging the affected pixels in a 90 degree and 180 degree (or perpendicular to these) frames.

 

also, it is far more difficult to try to replace the corner HUD than it is to simply add the entries at the bottom
I made all my graphics with the way I envisioned Subspace TD to be played (in other words, you are in spec 100% of the time, and there is no disp graphic displayed then).

 

also, there are really only three people who are currently capable of getting this finished within a year

jowie, dr brain, me

sadly im the best bet and im busy irl =\

im still very close to finishing my turret core though..

Well that's okay, because this isn't my idea nor my project nor anything to do with me. I never expect anyone to pickup any of my ideas and make them (and especially the scenario where they'd make the extrinsics/external exactly the way I imagine and want it to be). Like said, anyone who has the skills, qualifications and self-interest to do it, they can go ahead and do whatever they want with the idea.

 

I've done as much as I could for myself (or would want to at a basic level), but cannot complete my side due to the lack of certain experiences and qualifications. For me: oh well, tough, it won't be completed. But, I give permission to everyone and anyone to use the graphics I compiled (the graphics themselves are not my works). The PSDs are there, and if you have basic Photoshop skills could have probably done the same as I have done. :)

Posted

also, it is far more difficult to try to replace the corner HUD than it is to simply add the entries at the bottom, just like every zone that has added a timer there so far

You can easily completely disable the current display, and make your own there.

Posted

I made all my graphics with the way I envisioned Subspace TD to be played (in other words, you are in spec 100% of the time, and there is no disp graphic displayed then).

 

good point, but you would have to turn it off if you wanted to go hero mode

 

You can easily completely disable the current display, and make your own there.

 

explain plz

Posted

You can easily disable that graphic by nulling the relevant graphics associated with disp while in a ship. In spectator mode, it does not show, so that would not be a problem. Alternatively, you could just align that graphic beneath the in-ship disp graphic.

 

Whether or not my point was good, "hero mode" wasn't something I thought of (or necessarily support), hence the way it is. However, I don't see how you have a problem, because you could always turn off the Tower Defense HUD as you switch between spectator mode and ship.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
×
×
  • Create New...