Just an initial teaser from Sector3 Games entry into the UA 2008 competition.
More info to come in a few days when I get back from holidays ![]()
Just an initial teaser from Sector3 Games entry into the UA 2008 competition.
More info to come in a few days when I get back from holidays ![]()
Hordes of Orcs now has another competitor! Time to see if you match up… :twisted:
This looks like fun. A nice twist on the defender style game.
That looks cool! When will I be able to get this Lightning Tower? :twisted:
There is way more cool stuff than just the lightning tower… radar towers that sends in sorties of fighters to attach the enemy, laser towers, missile launcher towers etc… lost of goodies.
When will you get to play? soon… very soon ![]()
Wow looks great! Do the weapon effects make lighting and shadows? That would be really good looking but probably takes some performance.
Yes, the weapons effects make basic start and end lighting, but not shadows… purely for performance reasons.
ah okay, I guess we don’t want a “crysis” tower defense
I’d love a crysis tower defense, but this game already taxes my 8core MacPro at wave 200+ with 10 missile launchers shooting 250 missiles each per minute ans 35+ enemies on the circuit.
I dont want to release a game that wont work on most peoples systems…
That said… there will be an option to turn on/off UBER VFX settings for slower spec’d machines.
sweet, looking forward to it! ![]()
Thank you for making a tower defense game that isn’t set in fantasy / middle ages… not that there haven’t been some great ones, but the genre is potentially very fun and it is nice to see something fresh visually and to open up some new ideas with regards to how towers might work.
looking good seon - i agree with charles the change of setting is a good choice.
is there any reason why the yellow lines aren’t perfectly square? i think it messes with the perspective slightly and takes away from a true circuit board feel.
want to try it out - these games are evil though ; )
The circuit path is just that way because thats where I placed the joins.
The game has a built in level builder that allows both me and game owners to create and share levels and there is no restrictions on what a level path can look like… example below.
I was thinking of adding in a grid snapping feature on the editor, but (a) not sure of an easy and effective way to do it and (b) I dont want to restrict people from any designs. The more levels that get built by users, the better the game will be.
oh sweet - in the first shot i think its that they were only slightly out of square so it made it look more wrong to me, if that makes any sense ; )
looks very nice so far and as the others said i like it a lot,too that you put a creative spin on the tower defense theme ![]()
All sounds good so far so not much to crit for now ![]()
Will you add several cameras so one can switch between em? I´d like it to switch to a closer to the action view once i placed all units for a while ![]()
No, there is no multi-camera view, but if you hold the shift key down, you zoom into the playing view and can move around and click on things to zoom to them. It’s quite cool.
But I made a decision from the start that I am keeping it an orthogonal view only, with no other 3d views or alternate views.
You run the risk with a 3D engine to turn everything into a 3D smorgasbord, but for Circuit Defenders, the best game play happens in the orthogonal view so I am keeping it there, at least for version 1.0 ![]()
yeah,true and th zoom sounds and looks nice, too ![]()
Ok, I am releasing a playable ALPHA version of Circuit Defenders with a few basic levels to play.
Things to note in this web release
There are temporary instructions on the web page when you launch the game.
Bugs Feedback welcome, but please keep it in context to the release list above.
http://games.sector3.com.au/cd_web/
Enjoy ![]()
I only played it shortly so far, i can give more feedback when i get to play it longer ![]()
For now:
-Overall this is shaping up very nicely, i like the gameplay and the visuals really make it unique compared to the other tower tds and they are quite enjoyable ![]()
-I want to be able to place more stuff at the beginning of the game!
Even if its weak stuff, i want to be able to place more right away ![]()
-I liked the tower selection menu at the bottom but it would be cool if you also had icons with stats bas next to them so one can quickly select the other stuff without having to scroll to it with the arrow buttons
-The shift zoom is sweet, like that a lot ![]()
Though id prefer it if it would zoom focus right away to where the mouse cursor is instead of always taking the map center as offset point for the zooming start point
Also would be cool if pressing shift once makes it zoom in (and then it stays zoomed in) and then pressing shift again makes it zoom out, i dont like having to have shift pressed all the time to stay zoomed in
-The game looks and runs fine on my imac but i cant play it on my pc because the whole level doesnt show up at all.
(Loading,menu display etc is fine but it already doesnt show the circuit on the titlescreen and then also doesnt show the circuit and any enemies etc there ingame either).
I think its a display issue rather than a loading issue or something else.
I have a geforce 600 XL on the pc so it maybe can´t handle something you have going on there, just thought you might want to know.
Anyway, great work so far, keep it up ![]()
Hey, thanks for the quick feedback ![]()
With the zoom, you can click on any element on the map and if something is selected (clicked) zooming will zoom to that element. Clicking includes clicking on circuit joints, map elements etc as well as towers and enemies.
I will think about the shift to zoom in and shift to zoom back out again. It’s not a bad idea, but I dont see players spending much time zoomed in.
I have not testing this webplayer on a PC at all. The game will not be released as a web player, it’s only on web for Unity Forum use (testing and showcase for UA2008) so I am not surprised to hear its not working on the PC.
I haven’t decided on how much starting money you will get on game start… it has to be less that the cost of the Artillery Tower.
I am not sure what you mean by icons with stats… the arrows are to run through the tower types for selection. Can you explain more about what you mean?