I Added Infinite Maps To My Tower Defense Game | Devlog
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- Опубліковано 29 лип 2023
- Hey guys I'm working on a Tower Defense Game and this week I added permanent Leveling to my Heroes. I was surprised by all the details you have to keep in mind when adding a leveling system. For example how exp for killing Units is being distributed among the Heroes, or maybe not. But more in the Devlog, I hope you enjoy it.
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Twitch ➤ / cakez77
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My Game Tangy Defense
store.steampowered.com/app/22...
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* About Me *
Hey! And welcome. I'm an indie game developer, currently working on a Tower Defense Game written entirely in C/C++, I tried using Unity or Unreal Engine in the past, but never really found much success. I'm mostly posting devlog / devblog videos where I show off the progress I make on the game.
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#cpp #gamedev #programming - Розваги
This video makes me feel like a relaxed hamster.
Not sure if toxic or not UHM
yo my dude. your videos are getting better and better.
Thanks bro I get a lot of practice doing those
I really like the new art @Cakez
Thanks bro It's an iterative process as I'm learning more
juicy video 🍊
Thank you AshenHobs bro
Nice map
Hey bro thanks for watching, I'm glad you like it.
wow the algorithm really recommended a gem to me, cant wait for the game! keep up the good work.
That's nice to hear, thanks for joining
I can't wait for the reveal of the new spell !!!!
Yeah, It's going to be POG
Idea for the world map orange problem. You could have the oranges either have 4 missing pieces and you add a missing piece per challenge completed. They could also be grey and then you add color for each challenge completed, or they could be missing entirely and replaced by a simple dot, which gets replaced by a piece of an orange per challenge completed. It would also suit a main quest where the objective is to make your oranges whole again.
So the Orange would grow that is a cool idea bro thanks you very much
Nice
Thanks bro
Regarding the level up problem: What if you make level ups only available at the end of each wave? That way at least the player isn't constantly looking at the menus
Hmm Like you beat one round in Challenge Mode, then get exp and level up if you want before you start the next one. That's actually a very good idea
Here before bro blows up
I'm already happy the video is going well bro, I'm glad you like it
Comment for the algorithm
My man, a real trooper. Appreciate it very much
looks good 🥒
What is that emote Susge
Hey, do you have a business e-mail? How can I reach out to you?
Hey, the best way is to write me on discord, otherwise there should be my email on my youtube channel
4 minutes of video: wawe/autoattak+tanking(for melee )EXP?
Hey bro what is wawe? So you mean getting Exp for tanking?
@@Cakez77 creeps going on some groups aka wawes... it's TD basics mehaniks... example : after 10 second after "ready" go 20 easy mobs.. when 30 second after go 30 mobs +10 more powerful adn you heroes give 200 exp on all (1 hero -200..2- 2x100 etc)
plus hit/damage exp for all and bonus tanking damage for melee for compensation
sorry if don't correct anderstand me because I'm not native English speaker
@@Cakez77 tanking exp : if melee minion take damage his also take exp ( on-hit or damage % or both tipe)
@@anbedaton Thats fine bro I understand what you mean. I can try implementing that it's basically similar to how it works in bloons
Sure, we'll discuss it on stream. I love that you let us chip in.
Here's the deal, though. Having experience levels and skill trees, equippable items and special abilities, spells and more - all of that makes for your game. I don't believe "menu simulator" is how you should criticize given ability to customize player-controlled characters. Streamlining player interaction may appear as a challenge, but players do in fact enjoy rewarding moments, believe it or not.
Remove roleplaying elements here, you're left with the strategic component. Remove that as well, you'll only free up room for the player to interact with the game differently, perhaps arcade-like - which is a bit of an odd and niche concept for a game leaning heavily on the tower defense premise. A long way is in front of you, but I believe balancing along will be fun.
Hmm maybe I need to wait on player feedback for that, but I mostly felt that it was annoying whenever I had to do that. Like it's something to get out of the way so I can keep playing