Also, the official video is currently published on my youtube channel :
When I say "Tower defense in minecraft" I don't mean putting 3 snow golems behind fences, and smiling
like a baboon while watching 3 zombies get hit by the golems.
I am talking about a real TD, with everything it needs :
- A working shop that detects multiple items and lets you buy items for different costs
- Unlockable abilities
- Unlockable towers
- 6 different tower types
- Cooldowns & Cooldown reductions
- Epic environment
- Multiple waves with increasing difficulty
- An FPS-like feel that lets you kill mobs in addition to the towers
If this isn't enough for you, then it's because you haven't seen the redstone powering it so far...
I intent this to make a LOT of noise, and will put the world for download once done, so talk about it!
========== UPDATE! ==========
1. The shop is now done, with only the non-objects buyable items (unlockable abilities, areas) left to wire.
2. Some tests have been done on the spawning system
3. Goal has been more or less set (see the chest that appeared on the overview).
4. Types of towers have been set. Check bottom of the page for the list.
This last picture show the shop system's redstone circuits, even though only 50% or even less can be seen
on it. The pink wool is the buying system, the dark green wool is the reset circuit.
Update :
The command panel is now done, as seen below.
December 19th Update :
I am now finally working on the display. It will be simple but effective.
I can't even comprehend how how would make a shop system or have placeable towers, unless you intend to have the player place them themselves. I don't know how you would make a system that would know different items either. Your ideas would make an AMAZING mini game but if you can't do some of the stuff you want to put into the game I suggest:
1. A point system that gives a point for each kill and displays it on a 7 segment display. Something like that.
2. A shop building that you can visit after every round and maybe have a wall that has all the available items and upgrades that you can buy by pushing their buttons which subtracts a certain amount of points depending on each item.
3. For different tower types may I suggest snow golems, dispensers with different splash potions that damage, and maybe a way you could have wolves stay in a certain area as a sentry tower?
Just a few suggestions to try to help out.
I can't even comprehend how how would make a shop system or have placeable towers, unless you intend to have the player place them themselves. I don't know how you would make a system that would know different items either. Your ideas would make an AMAZING mini game but if you can't do some of the stuff you want to put into the game I suggest:
1. A point system that gives a point for each kill and displays it on a 7 segment display. Something like that.
2. A shop building that you can visit after every round and maybe have a wall that has all the available items and upgrades that you can buy by pushing their buttons which subtracts a certain amount of points depending on each item.
3. For different tower types may I suggest snow golems, dispensers with different splash potions that damage, and maybe a way you could have wolves stay in a certain area as a sentry tower?
Just a few suggestions to try to help out.
Unfortunately, there is no known way to detect the types of items (at least not in vanilla, and I'm not using any mods), so the players could potentially "cheat". They're only cheating themselves though, as like in an adventure map, respecting the rules is part of the fun.
Placing the towers made the game a bit too complicated and could annoy some players, which is why everything is already in place and the players, instead of having the option of buy the tower and placing it, will have the option on activating it and (in some cases) upgrading it.
The point system is kind of being implemented, as mobs killed = items dropped and will be detected, and the amount killed = cash received.
The shop system is being done as well, and gold is used (at least it's gold for now) as the currency, which is obtained from the kills.
And to answer your final point, Wolve would be great, but they can die/have spawning problems, snow golems would be great but they only knock back the mobs (well not really, they do dammage but to give you an idea, 1 spider can easily kill 100 snow golems) and I already have a stunning type of tower. Also when it comes to splash potions, some heal the mobs, some damage them, so it's complicated, not counting the fact that splash potions are not stackable. It would be possible to fill dispensers with a load of splash pots using MCEdit but then again, recharging it is more of a problem than anything else.
Sry but thats impossible so far.. you would have to use RedPower and IndustrialCraft or even Buildcraft IC for tesla coils and force fields :tongue.gif:
Sry but thats impossible so far.. you would have to use RedPower and IndustrialCraft or even Buildcraft IC for tesla coils and force fields :tongue.gif:
Such an enclosed mind... I have different types of towers, but everything is doable.
Let me give you the list of every different towers so far :
Ok, I just noticed it myself :tongue.gif:. I didnt know what you mean with "Towers" or how you can even make it shoot on every place. I suggest making done places, where you can add the towers. Like a Redstone torch 1 block deep and then you need to put a dispenser on it !
Ok, I just noticed it myself :tongue.gif:. I didnt know what you mean with "Towers" or how you can even make it shoot on every place. I suggest making done places, where you can add the towers. Like a Redstone torch 1 block deep and then you need to put a dispenser on it !
Forgive the expression I will use, but that would be a bit ghetto..
The way the game works for now is by not placing towers, but rather activating them. There's currently 7 towers across the map with 2 abilities to be used.
I called it a "Tower Defense" but it's also some kind of FPS, as you can use a bow and shoot directly at mobs. Therefore, if towers are too powerful it will make
the FPS part either too hard or useless (Since powerful towers either means an easy game or more mobs spawning, making the FPS part harder).
The current abilities are Lockdown, that locks the middle of the line for 20 seconds, with an undetermined cooldown for now (waiting for tests & more game design)
and the second one is Arrow Rain, where several dispensers placed in the last turn of the lane shoot rapidly for about 15 seconds, also with an undetermined cooldown.
This might sound silly, but do the "positive" splash potions affect hostile mobs too?
Spiders are unaffected by poison, whilst the undead are unaffected by poison and regen whilst instant damage and healing do the opposite of what they say.
where you must protect your diamond from hordes of evil mobs!
THE ALPHA VERSION IS NOW OBSOLETE ! Download it here anyways : http://www.mediafire.com/download.php?ez0v2cspuayqqs4
THE BETA VERSION IS NOW OUT! BUG FIXED, SPAWNING OPTIMIZED ! Download here : http://www.mediafire.com/?quty4d3brf7t743
Also, the official video is currently published on my youtube channel :
When I say "Tower defense in minecraft" I don't mean putting 3 snow golems behind fences, and smiling
like a baboon while watching 3 zombies get hit by the golems.
I am talking about a real TD, with everything it needs :
- A working shop that detects multiple items and lets you buy items for different costs
- Unlockable abilities
- Unlockable towers
- 6 different tower types
- Cooldowns & Cooldown reductions
- Epic environment
- Multiple waves with increasing difficulty
- An FPS-like feel that lets you kill mobs in addition to the towers
If this isn't enough for you, then it's because you haven't seen the redstone powering it so far...
I intent this to make a LOT of noise, and will put the world for download once done, so talk about it!
========== UPDATE! ==========
1. The shop is now done, with only the non-objects buyable items (unlockable abilities, areas) left to wire.
2. Some tests have been done on the spawning system
3. Goal has been more or less set (see the chest that appeared on the overview).
4. Types of towers have been set. Check bottom of the page for the list.
This last picture show the shop system's redstone circuits, even though only 50% or even less can be seen
on it. The pink wool is the buying system, the dark green wool is the reset circuit.
Update :
The command panel is now done, as seen below.
December 19th Update :
I am now finally working on the display. It will be simple but effective.
http://www.minecraftforum.net/topic/745204-wip-ww3-craft/page__p__9715611__fromsearch__1#entry9715611
Perhaps different materials, different designs, different locations?
And what are you going to use for currency?
This is going to be really cool to watch. GL
1. A point system that gives a point for each kill and displays it on a 7 segment display. Something like that.
2. A shop building that you can visit after every round and maybe have a wall that has all the available items and upgrades that you can buy by pushing their buttons which subtracts a certain amount of points depending on each item.
3. For different tower types may I suggest snow golems, dispensers with different splash potions that damage, and maybe a way you could have wolves stay in a certain area as a sentry tower?
Just a few suggestions to try to help out.
Unfortunately, there is no known way to detect the types of items (at least not in vanilla, and I'm not using any mods), so the players could potentially "cheat". They're only cheating themselves though, as like in an adventure map, respecting the rules is part of the fun.
Placing the towers made the game a bit too complicated and could annoy some players, which is why everything is already in place and the players, instead of having the option of buy the tower and placing it, will have the option on activating it and (in some cases) upgrading it.
The point system is kind of being implemented, as mobs killed = items dropped and will be detected, and the amount killed = cash received.
The shop system is being done as well, and gold is used (at least it's gold for now) as the currency, which is obtained from the kills.
And to answer your final point, Wolve would be great, but they can die/have spawning problems, snow golems would be great but they only knock back the mobs (well not really, they do dammage but to give you an idea, 1 spider can easily kill 100 snow golems) and I already have a stunning type of tower. Also when it comes to splash potions, some heal the mobs, some damage them, so it's complicated, not counting the fact that splash potions are not stackable. It would be possible to fill dispensers with a load of splash pots using MCEdit but then again, recharging it is more of a problem than anything else.
Stay seated everyone, pics are coming soon.
Now you can ask me question about anything you want concerning these!
(One pic at a time for now)
Such an enclosed mind... I have different types of towers, but everything is doable.
Let me give you the list of every different towers so far :
- Stun towers
- Slow towers
- Basic attack (arrows)
- Bombardment (Splash dammage, cooldown & slow fire rate)
- Killing tower/Ultimate (Pistons combined with arrows)
- Crushing towers (Piston crushing)
And now you see I didn't lie..
Forgive the expression I will use, but that would be a bit ghetto..
The way the game works for now is by not placing towers, but rather activating them. There's currently 7 towers across the map with 2 abilities to be used.
I called it a "Tower Defense" but it's also some kind of FPS, as you can use a bow and shoot directly at mobs. Therefore, if towers are too powerful it will make
the FPS part either too hard or useless (Since powerful towers either means an easy game or more mobs spawning, making the FPS part harder).
The current abilities are Lockdown, that locks the middle of the line for 20 seconds, with an undetermined cooldown for now (waiting for tests & more game design)
and the second one is Arrow Rain, where several dispensers placed in the last turn of the lane shoot rapidly for about 15 seconds, also with an undetermined cooldown.
If you have other ideas, feel free to post.
Also :
If you read the middle of the page, you can see this :
"Let me give you the list of every different towers so far :
- Stun towers
- Slow towers
- Basic attack (arrows)
- Bombardment (Splash dammage, cooldown & slow fire rate)
- Killing tower/Ultimate (Pistons combined with arrows)
- Crushing towers (Piston crushing)"
Use water for slow towers; and your ultimate tower should be a lava one. You could also fire splash potions from dispensers.
Spiders are unaffected by poison, whilst the undead are unaffected by poison and regen whilst instant damage and healing do the opposite of what they say.