Minimalistic Tower Defense is coming along rather well, and I should have a rough version out by the end of the month. At least I hope so, because I was promised a cake if I make it. Let us all pray that the cake is not a lie. But enough digging up of old, overused memes – let me tell you what you can expect instead:
There are different types of towers and enemies now, and depending on its type, towers can cause damage over time (burning, poison, etc.). I haven’t yet implemented more elaborate status effects like stunning and slowing enemies, but it’s planned and with the system I have in place, it should be relatively easy to build in and will probably find its way into the next public version after that.
The editor is still a little rough around the edges, but gets the job done if you know how to handle it. For example, it’s very nitpicky about the shape of the path, and doesn’t give any useful error messages when something isn’t right, staying mute and refusing to continue until you fix whatever you’ve done. It’s kind of an asshole, really.
I’ve added a bunch of menus to get around, and stuffed in some more particles. That sounds fancy, but actually it’s just some fading pixels floating around. Doesn’t blow minds, but it fits the graphical style of the game and my theme of using just a single texture for everything. By the way, this texture doesn’t use an image anymore, but is instead created programmatically at run time. Even less static content, woooohh!
Speaking of content, I’ve also added sound. It’s very basic, and sounds kind of like from an Atari 2600 or C64 game, which wasn’t planned, but fits into the concept very well. Lucky coincidence. I used the awesome bfxr to create those sounds; if you ever need to quickly create some sound effects yourself, give it a try. It has a bunch of presets, or you can use an army of sliders to customize everything to your liking.
Multiplayer is something I thought about, but I don’t think I will implement it. I’ve only recently looked into how that works, and it’s not trivial – also, XNA apparently only contains stuff for Windows Live / Xbox Live MP, which I don’t want to on the PC because it’s a pain for the players. This means I’d have to either research what networking libraries are out there and how to use them or write such a thing entirely from scratch. In both cases, I’d probably have to restructure the project quite a bit to include it. I just don’t think the gain justifies the amount of work and time I’d have to invest. Should the game become surprisingly popular by accident (which is very unlikely, I guess), and should there then be popular demand for a multiplayer mode, I might be persuaded to create a multiplayer patch, but for now I’ll just leave it out.
Multiplayer is something I want to do for my next game, though. Or the one after that – I have two things in mind and I haven’t quite decided which one to do first. All I know is, I will try out the FlatRedBall engine for it, and maybe combine it with the Farseer physics engine, just to try out if and how much it simplifies the workflow. I’ll either do one of those “hurl a person into hurtful terrain and see how much damage you can inflict” games (is that a genre name yet?), which would heavily rely on physics, or maybe a top down tank game in the vein of the classic Super Tank on the NES:
Here, physics would play a less central role (although I’d still use them for weapons, destruction, tank mass, other stuff I haven’t thought of yet), but I really want the game to have a multiplayer mode – both co-op and a versus mode. After learning a lot about the logic of a game during the creation of Minimalistic Tower Defense, I want both games to look and sound a bit nicer and more modern, putting a bit more effort in the visuals and sound. This also means that it’ll probably take longer, since I’m not exactly a trained artist and creating an acceptable tank sprite will probably take me ten or more times as long as someone who has any kind of talent. With any luck, this will be cancelled out by the time I (hopefully) save by using an existing engine. The hardest challenge will probably still be to create AI behaviour for the computer controlled tanks in single player and co-op. I mean, I could make the movement more or less random, as it apparently was in the original game back then (just look at the video – those guys aren’t the brightest tools in the shed), but I think that’s kind of outdated and might end up being not challenging enough. On the other hand, if everyone goes straight for the target, it might be too pressing and you end up far more on the defensive side than I want. Fixed patrol routes might be too predictable.
Sorry, just thinking out loud here. I’ll deal with that when I’m actually there – for now, I should concentrate on polishing up my existing game instead of imaginary ones.






