Sentinels - Absolutely typical Tower Defense

Well, 5 weeks into my new tower defense game, and very happy with how quickly I’ve been able to put things together in U3. Anyways, take a gander, could use feedback (most stuff has tooltip info, and don’t forget to right click on towers).

BTW, in case my sarcastic font didn’t work in the title, this is not really a typical TD game.

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I really enjoyed this!

One crit I had was the gui. I’d 1. make it look a little nicer, and 2. stop them from covering up other buttons or atleast make it so you can click empty space to close the open info boxes. I often had to click other towers so that I could see the GO button.

Liked the being able to control towers, though. One thing on that is the machine gun tower seems to be the weakest and runs out of ammo much faster. Possibly was done on purpose, but it just seemed out of the other 2 option’s league.

Overall great job on this.

Awesome game! Great concept, Good execution.
Could use some better sounds to make it more dynamic.

@hybrent, if you right click on empty space it closes the GUI.

I found the shadows to be extremely distracting, but other than that it was a very enjoyable experience. I’ll also second the motion to make the GUI more “pretty.” :slight_smile:

Great concept… I hope you take the time to polish this!

My main crit at this point are the colors, especially in topdown mode everything is grey.
It looks much better in first person mode, but still greyish.

Good luck!
oh and the meteor storm can be activated in build phase… i thought that was unexpected.

Fantastic! Really enjoyed it.

The only thing I’d say is the meteor towers are way too powerful and cheap. Build them in clumps of 3 so you can stagger their cooldowns and you can flood the area with their fire and no enemies ever get through.

I love the Cammy and Dee Jay, but don’t recognize the other guy.

I prefer the turn based tower defense, like to get things just right then see it unfold. Nice work.

Yea, the GUI is really terrible right now, I typically save the GUI till last since it’s generally the most likely thing to change. The GUI right now is just there to get the game functioning, I plan on a much smoother, likely radial menu for upgrading (when not using the upgrade tool). In continuous mode, I think the upgrade tool is likely how most people will do the linear upgrading, since it’s so simple and fast, and they don’t really need to see numbers, nobody’s number crunching when the game’s moving that fast.

Yea, I agree, the machine gun is pretty weak right now. I think I’ll increase the firing rate by 2 or something, the idea was making it get more powerful at closer ranges, of course. Problem is that for the most part, there’s very little time where enemies are close enough for the gun to outperform something like the missile launcher, which can pump out mad damage at any range. So, yea, think for that one I’ll just go with the lazy fix, and increase the firing rate and capacity :).

I left the activated usable in build phase so people can practice. Kinda pointless with the meteor storm, but the flask is helpful to be able to throw it around to get used to how long it takes to reach it’s target.

Yea, the numbers on pricing, enemy scaling, well, almost all numbers are in great flux. The plan was that activated structures (flask, meteor storm) would burn the energy in the building they’re in, essentially forcing them to be all on the same cooldown if in same building, which would also mean you don’t want more than one per building. I’m gonna have to rethink this though, cause I do want to have levels featuring player built pathing, so in those cases you wouldn’t have buildings, really. In those cases I can either logically parse out the area into sets of blocks, which would act much like buildings, or just do it based on range/touching (but still, not sure how I wanna handle that). Anyways, some of the stuff is likely fairly exploitable right now.

Hehe, figured someone would catch that. Yea, the first guy is an original character, so I’d be surprised, and more than a bit paranoid if you did recognize him :). I meant to take out all the temp art before showing the game to anyone, but ehh, I just haven’t felt like doing any custom art until I have functionality in (or have to), so been trying to stay on task with the coding. I think I remember Capcom saying they felt copyright infringement was the sincerest form of flattery (I know they loved Data East for it :)).

I figured I’d like the turn based mode more, usually do, but I like the energy of the continuous mode more right now. It gets kinda exciting even now, if you buy one or two creep baits, really have to jump between guns alot to keep from being overrun. I want to make sure both have adequate attention/GUIs though.

Thanks for all the feedback guys.

Forgot to respond to this. I’m simply not sure what direction I want to go with in terms of colors, the buildings will definitely change in colors, but likely only a little, and the ground will get more detail (and by more, I mean some at all :)), but I have a problem right now with the shadows. Since I can’t use the deferred renderer since it’s ungodly slow (this really should be a bigger complaint than it is, I’m sure I’m not the only one who wants to do non axis aligned cone lights), and the forward renderer shadows do not respond to scene colors of any kind AFAIK, they’re just always grey. This is a pretty big limiting factor in what can be done in terms of lighting/coloring, but I might still be able to make it work fine when I finally have more finished building coloring and ground.

The turret coloring is what I’m still completely undecided on, I think I might colorize them slightly according to their type, but they’re pretty easy to pick out now (don’t wanna do anything that makes it tough to determine what type of turret you’re clicking on for FP control).

Very great work! I loved it, the ability to switch to First Person View is really cool :slight_smile:

The sci-fi genre has lots of nice concept art out there for inspiration!
http://blog.zeemp.com/40-awesome-futuristic-city-illustrations/

Good luck with the game!

Great link, lots of stuff to rip-off… err, be inspired by there :). I usually go the direction of doing everything visually that I want in the mechanics, then try to get a style that fits around that, but I’m sure I’ll find something that strikes a good balance between looking compelling and meshing with the mechanics. I guess it is about time to start nailing some of that stuff down though.

Hi,

I just checked your game, to do a break in my work, and I wasn’t expect to see what I was looking for my work, can I ask you how did you do you Tooltips ? is your buttons use GUIlayout or GUI.button(rect, “”, “your image”) ?
If you can help me with that, it could be really helpful for my architectural viewer !

Good mechanics, fun to play :wink: maybe needs to improve your GUIStyles (if you’re using them).

GLHF with the job :smile:

Boobi

Well, getting good looking tooltips is one of those things Unity makes difficult, that’s for sure, so I would budget more time than you think you should need to getting it to look right. I use GUILayout, and have a delegate registration system that pairs a delegate with the tooltip string registered with the control. Then, when I’m ready to draw the tooltip, if I’m drawing a different tooltip than I did last frame, I recalculate the size of the box the tooltip should go in. I do this by doing 10 different calls to my tooltip delegate, but with a GUI.Color.a=0, so that they are not seen (alternately, you can likely get away with just doing it way off screen, which if working would be nicer for fill rate anyways, if Unity doesn’t cull alpha’d out controls). These are drawn with a multiple of the screen width, so that if I have a width of 800, I’d do a box with width of 80, then 160, etc, then pick the size returned with GUILayoutUtility.LastRect that is closest to a 2:1 aspect ratio. Then, I draw my final window with that size, and offset so it’s above or below the cursor, depending on it’s position. All of that is done so that I don’t really have to care about the contents of a tooltip from the drawing system, and the contents never have to specify the proper widths of word wrapping labels and such, so I can pretty much smack whatever I want into the tooltip boxes without having to worry about it (as long as it’s not so big as to crowd the screen).

Also, if doing the fadein/fadeout of tooltips, you’ll have to make sure all coloring functions are designed to modify the current fade/color settings, IOW, if you want to colorize something you can’t just set GUI.Color.

Edit: BTW, to clarify, I use GUILayout for all contents of tooltips. I pretty much use GUILayout for everything.

thank’s a lot for your help, I manage to make my tooltips working, now i need to add the movement (follow the mouse).

Thank’s for your explanations

GLHF with your project

BooBi

Wow…this thing is cool. I have played a ton of tower defense games and NEVER have I had the chance to jump into the action myself like I can in this game.

I never thought I would see innovation in tower defense, but I believe I just have.

Very nice. I like the gun turret bullets, how were they made?

WoW this is awesome !

Thanks. The bullets are particles, but I had to write some extra stuff to handle it properly. I’ve had a few requests for the tooltip system, and I might end up throwing together a game framework package to go with a lighting suite I’ve been putting together. Have a little preview of that here.