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Roadmap to CreepTD 1.0.0

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dcode

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Post 20.07.2011, 08:29

Roadmap to CreepTD 1.0.0

Hello everyone,

it has been a lot of fun to me to develop the game to its actual state with this yet small but smart community behind it. So its important to me to talk to you about the 1.0.0 roadmap that brings a real bunch of new stuff to the game.

I recently stumbled into some issues that could not be resolved that easily, so I decided to reimplement big parts of the game with my own code. While doing so, I realized that there is so much untapped potential in this game, that I could not stop to add some bigger changes. I somewhat thought "if you are going to do something, than follow through it completly". Currently this contains the following updates (probably more):

- New game graphics code that is able to work with animations and is much faster than the previous
- Protocol improvements to reduce message overhead to a minimum
- A huge code review and refactoring to make development much easier for me, e.g.:
- - I tidied up the whole Creep and Towers code and added functionality for visible effects and special abilities
- - I refactored all the internal constants to really make sense the way they are and more stuff of this that won't be interesting to you in the first place
- I added logging functionality to the Survivor game mode to allow Survivor rankings per map. I am going to release another web site update together with the 1.0.0 server and client to take advantage of this
- I added improved strategies to the Survivor A.I., especially an EndGameStrategy working with different kinds of large creeps

All this are good news. Now the bad one - at least for some of you, I think. I run into trying to make the game more twothousandandeleven and to do so I am going to make some changes that will affect gameplay. For example:
- I removed the Fat Colossus creep and added a Independence-Day-like Mothership Creep that is able to launch small new Creeps on its way through the map. However, this is more a good looking effect than a real threat
- I am planning to give the green-column Creeps some sence while adding the ability to aid other units to them
- I am doing the above because I want to introduce some kind of common battleground theme to the whole game even with a tiny introduction to each Creep
- To make this clear: I am not going to make that big changes to the way the game is played and loved, but some small ones that will somewhat affect the gameplay as you know it today. E.g. there will be new tactics to separate green creeps from the others to lower their slight but existing healing effect or, on the other side, sending a green creep together with a wave. Also the mothership must be taken into account because it will drop (currently I think Large Mantas) on its way (it will however not drop in the last segments of the map).
- I redesigned all and animated some of the Creep images to a more space-ship like design. However, every unit will maintain their design characteristics (except the mothership creep). This will affect the look and feel slightly but most creeps except the above explained are not touched in their settings.
- I am planning to make the Survivor mode a real classic TowerDefense mode where income is static and most credits are reached by bounty because I think that this is the most common mode played solo and generally understood by most of the towerdefense players out there

So far, this is my roadmap to 1.0.0 and I am currently on my way to make the next release a 1.0.0 Beta. It will last a few days, of course, there is a lot work to be done.

So, please tell me your feelings about the changes I am going to make to the game. Do you think you will probably love them - some day - or is this a no-go for you? Is there something I should take into account from your point of view? Speaking for myself, at least I am really excited to take the game a step further after two years of stagnation.

Cheers
dcode

P.S. I have added some alpha graphics so that you can get a first impression about how little or how big the affection might be

16.png
Mothership (will rotate very slowly and drop creeps from its center)
16.png (500 Bytes) Viewed 17043 times
Attachments
6.png
Shark (see Phoenix)
6.png (236 Bytes) Viewed 17034 times
1.png
Mercury
1.png (204 Bytes) Viewed 17035 times
7.png
Speedy Raider Alternative (would rotate fast, not yet decided)
7.png (244 Bytes) Viewed 17035 times
3.png
Fast Nova (rotates)
3.png (237 Bytes) Viewed 17035 times
2.png
Mako
2.png (188 Bytes) Viewed 17042 times
7.png
Speedy Raider (Will strafe from the left to the right of the path - I am not sure if I should rework it completly, see posted alternative version)
7.png (437 Bytes) Viewed 17042 times
5.png
Demeter (see Zeus)
5.png (221 Bytes) Viewed 17042 times
9.png
Vulture (see Zeus)
9.png (238 Bytes) Viewed 17042 times
4.png
Large Mamba (will animate, somewhat glow)
4.png (488 Bytes) Viewed 17042 times
10.png
Ray (see Phoenix)
10.png (190 Bytes) Viewed 17042 times
11.png
Racing Mamba (will rotate fast)
11.png (235 Bytes) Viewed 17042 times
8.png
Big Toucan
8.png (226 Bytes) Viewed 17042 times
15.png
Express Raptor (will rotate fast)
15.png (284 Bytes) Viewed 17042 times
13.png
Zeus (regeneration effect will be shown as a blinking health bar, maybe an additional red cross)
13.png (216 Bytes) Viewed 17042 times
14.png
Phoenix (slow immunity will be shown as a shield effect)
14.png (197 Bytes) Viewed 17042 times
12.png
Huge Titan (will rotate slowly)
12.png (249 Bytes) Viewed 17042 times
Think it, design it, build it, run it. That's what I do.

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Post 20.07.2011, 08:29

Re: Roadmap to CreepTD 1.0.0

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Seraph07

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Post 23.07.2011, 10:01

Re: Roadmap to CreepTD 1.0.0

Wie viel Leben soll das "Mutterschiff" denn so haben?
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dcode

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Post 23.07.2011, 18:52

Re: Roadmap to CreepTD 1.0.0

Daran wollte ich nichts ändern, also weiterhin die gleichen wie ein Fat Colossus, glaub das sind 15 Mio.
Think it, design it, build it, run it. That's what I do.
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manuel

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Post 23.07.2011, 19:13

Re: Roadmap to CreepTD 1.0.0

Glaub Seraph meinte, wie viele kleine Creeps da rausspawnen.
Allgemein halte ich nichts von den Motherships; wie würdest du das mit dem Geld für gespawnte Creeps rechnen?
Und wo ist das Ende, ab welchem keine mehr kommen? Ich befürchte, dass die Dinger ungeplant viele Leben ziehen können...
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dcode

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Post 23.07.2011, 19:23

Re: Roadmap to CreepTD 1.0.0

Das soll mehr für den schönen Effekt da sein, also nicht zu häufig welche launchen. Und 15 Felder vor Ende dann keine mehr.
Think it, design it, build it, run it. That's what I do.
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KiQuafix

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Post 24.07.2011, 12:44

Re: Roadmap to CreepTD 1.0.0

Dcode ich find die Alternative zum jetzigen Raider richtig genial passt irgendwie besser rein :)

Das mit dem Mutterschiff musst du uns nochmal genauer erklären weil mein Englisch ist auch nicht so dolle :?
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This Account is inactive, please write to: indeX
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ennix

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Post 24.07.2011, 20:58

Re: Roadmap to CreepTD 1.0.0

dcode wrote:Das soll mehr für den schönen Effekt da sein, also nicht zu häufig welche launchen. Und 15 Felder vor Ende dann keine mehr.


mothership-creep-spawn -> 15 felder vor ende der map?
eher in prozent oder?
ich meine, manche maps sind ja grade mal 15 felder lang :-) (handy zb.)

den leuten einen survive-mode anzubieten ist ne gute idee, den neuen spielern den einstieg zu erleichtern.

ansonsten hut ab für deine arbeit! die neuerungen sind gut.

habe übrigens von meiner freundin zum geburtstag ein creepsmash-shirt bekommen (bzw. hat sie es bestellt, ist aber noch nicht da...).

grüße und weitermachen!
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ThEWiZ

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Post 27.08.2011, 13:43

Re: Roadmap to CreepTD 1.0.0

Would love to see some kind of practice mode for newbies, for example vs computer. High ranking players keep newbies out of their games (trough kick or minimal skill) or slaughter them in just a few rounds... :roll:
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Bumblebee

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Post 27.08.2011, 14:38

Re: Roadmap to CreepTD 1.0.0

Die Ideen find ich schonmal Klasse, freu mich jetzt schon darauf :)
Und die neuen Designs find ich auch sehr gelungen! :)

Eine Anmerkung noch
- I am planning to give the green-column Creeps some sence while adding the ability to aid other units to them

Ich hab das jetzt so verstanden, dass die grünen Creeps die Fähigkeit bekommen, nicht nur sich selbst, sondern auch andere Creeps in der nähe zu heilen, richtig?
Wenn ja, müsste man dass so machen, dass die Effekte nich kumulativ sind, sondern nur der stärkste Effekt zählt.
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Katze

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Post 27.08.2011, 19:02

Re: Roadmap to CreepTD 1.0.0

Einige Bilder der neuen creeps gefallen mir irgentwie noch nicht so, wie z.B big toucan, Huge Titan oder die weißen creeps.
Den neuen speedy raider (beide versionen) und den lage mamba (wird der jetzt umbenannt?!) find ich richtig gut.
Sind die Creeps jetzt als Grafiken gespeichert?
Oder bestehen sie immernch aus code :P ?
Wenn sie jetzt grafiken sind, wäre es möglich sowas wie Texturenpackete zu machen? Also dass man die Grafiken ändern kann...
Oder wäre es kann es ingame so zu machen, dass man sich zwischen den alten und den neuen creeps entscheiden kann?
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manuel

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Post 27.08.2011, 19:24

Re: Roadmap to CreepTD 1.0.0

Die Creeps sind schon immer Grafiken.
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Bumblebee

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Post 27.08.2011, 19:54

Re: Roadmap to CreepTD 1.0.0

Oder wäre es kann es ingame so zu machen, dass man sich zwischen den alten und den neuen creeps entscheiden kann?

Das fänd ich ne gute Lösung, den jeder hat nen anderen geschmack. Ich zum Beispiel finde grad die weißen richtig gut :)
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manuel

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Post 27.08.2011, 20:14

Re: Roadmap to CreepTD 1.0.0

Kann für Missverständnisse sorgen. Im Teamspiel: "Rotes Dreieck jetzt!" - "Hat's bei mir keins :)"
Sind zwar nicht viele Spieler, die das so schreiben, aber trotzdem... Wenn jedoch die Farben beibejalten werden, fände ich es aber okay.
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Ximon

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Post 28.08.2011, 12:30

Re: Roadmap to CreepTD 1.0.0

Dann muss man sich halt den neuen Formen anpassen ;)
Ich bin nicht überzeugt aber offen für neues Aussehen, man sollte sie nur nicht zu sehr Veränder und die Farben auf jeden fall so lassen.
Außerdem sieht für mich die Mamba und Raptor fast gleich aus.. das sorgt für verwirrung wenn zb im endgame 20 Raptoren kommen und dazwischen mambas die aber keiner sieht und dann durchgehn
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EasyX

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Post 20.09.2011, 17:34

Re: Roadmap to CreepTD 1.0.0

Kann man irgendwann mal auf einen Statusbericht oder gar Update hoffen? Möchte nicht nörgeln.. bin sehr dankbar für alles bisherige.. das Spiel ist schon viel besser geworden. Nur ist es zurzeit sehr still geworden :?

Einfach ein kleines Lebenszeichen wäre nett.
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dcode

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Post 07.10.2011, 02:11

Re: Roadmap to CreepTD 1.0.0

Just to let you know, I'm currently working on the game again to get 1.0 out asap :)
Think it, design it, build it, run it. That's what I do.
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dcode

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Post 10.10.2011, 15:28

Re: Roadmap to CreepTD 1.0.0

CreepTD 1.0 GFX-Preview: Ultimate uplink :)

Image
Think it, design it, build it, run it. That's what I do.
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ChaosX

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Post 11.10.2011, 12:01

Re: Roadmap to CreepTD 1.0.0

omg superhässlich bis jetzt. aber die richtung stimmt schonmal. nur die grafiken noch nicht ;)
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dcode

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Post 11.10.2011, 14:13

Re: Roadmap to CreepTD 1.0.0

If you don't like the new graphics, please note that 1.0 will come with two graphic sets: The classic theme you already know and the 1.0 theme seen on the above screenshot.

I have experimented with different kinds of tower graphics and come to the conclusion seen above. That's the best I can do in 20x20 pixels :)
Think it, design it, build it, run it. That's what I do.
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dcode

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Post 12.10.2011, 05:11

Re: Roadmap to CreepTD 1.0.0

We are coming closer. If you like to get a first glimpse into 1.0, feel free to take a look at the initial manual pages.
Think it, design it, build it, run it. That's what I do.
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