Forum Topic: Make your own turret!

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OctoFlash

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Posted at: 8/11/08 04:56 PM

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okay. i didn't read all the posts because that would be way too much (and btw i have a headache) so i'm jst gonna say my idea even if it's said before:
what about some kind of trap (which is part of the turret) and if an enemy touches (or whatever) it then the turret takes the enemy and throws it (uses it as a shot, weapon.. whatever)
so the damage is different: a weak enemy (oh and the enemy-shots explode by hitting anything) makes a weak explosion.. and a strong enemy... you know...
like i said: i've got a headache so i'm gonna stop writing now. you guys know what i mean. :P

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Toki911

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Posted at: 8/11/08 04:56 PM

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Do you have some kind of shotgun turret with a small range and slow firing but massive splash and damage? A higher level in the Tech Tree could be an automatic shotgun (AA-12)


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No-More-Oxygen

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Posted at: 8/11/08 05:03 PM

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Yea ive also been trying to tell him that.
Also, what about a "Soul Stealer" Turret who takes one of the enemies and uses its health to attack, but as soon as the body is done for its thrown out with a chemical bomb and explodes for poision damage.
Like if the enemy got 220 HP, the soul steal will deal 220 halfed twice, 55, or half of its HP, 110, or a tenth, 22 well you get the idea.


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mayoarm11

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Posted at: 8/11/08 05:05 PM

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you ppl r too fast :)

At 8/11/08 04:56 PM, OctoFlash wrote: okay. i didn't read all the posts because that would be way too much (and btw i have a headache) so i'm jst gonna say my idea even if it's said before:
what about some kind of trap (which is part of the turret) and if an enemy touches (or whatever) it then the turret takes the enemy and throws it (uses it as a shot, weapon.. whatever)
so the damage is different: a weak enemy (oh and the enemy-shots explode by hitting anything) makes a weak explosion.. and a strong enemy... you know...
like i said: i've got a headache so i'm gonna stop writing now. you guys know what i mean. :P

mine deploying turret - done, sir.

At 8/11/08 04:56 PM, Toki911 wrote: Do you have some kind of shotgun turret with a small range and slow firing but massive splash and damage? A higher level in the Tech Tree could be an automatic shotgun (AA-12)

I do have a shotgun, and I hate its advancement (quadruple shotgun). It's so gay, so I'ma use your automatic shotgun... k?

At 8/11/08 05:03 PM, No-More-Oxygen wrote: Yea ive also been trying to tell him that.
Also, what about a "Soul Stealer" Turret who takes one of the enemies and uses its health to attack, but as soon as the body is done for its thrown out with a chemical bomb and explodes for poision damage.
Like if the enemy got 220 HP, the soul steal will deal 220 halfed twice, 55, or half of its HP, 110, or a tenth, 22 well you get the idea.

using unit's health to power its own is interesting. But the idea of it grabbing onto the unit until it dies is a very bad idea, as it ensures instant-kill which I really do not like.
Perhaps think of another way to implement this idea?

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KageRyu798

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Posted at: 8/11/08 05:07 PM

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At 8/11/08 04:41 PM, mayoarm11 wrote:
At 8/11/08 04:24 PM, KageRyu798 wrote: Ah, I see. The post with all the pies confused me; I assumed the turrets could be made to upgrade on their own right, as opposed to into existing ones. My mistake.
Alright, no worries, I can think of more.

The Bola Launcher.
Very interesting. It's just that in this release of the game there will be no 'enemy turrets', or ally units if you're considering doing a turret w/ that. Something to consider for the next release though. Probably will be made if I make enemy turrets.

So, answer me this: who are the turrets fighting? I probably skipped over something, but does that mean the player's turrets are fighting footsoldiers & such as opposed to other turrets?

Medusa Cannon.
several problems w/ this turret. Firstly, it's a mythological turret, that doesn't fit w/ my other turrets. Besides that, I have a 'no instant-kill' rule, as it is too powerful. In addition to that, the stone rock, that has a health of its own, and different turrets do different damage to it. You have nice imagination lol but you can't expect me to code this. This is obviously possible, and isn't that much of a challenge compared to other things I had to endure, but this is too much for just one turret.

First off, "Medusa Cannon" is merely a name. I realize you want a tech setting. The name comes merely from the way it attacks.
In the case of the 'no instant-kill' rule, I can work on that. How about the petrification severely cuts the opponent's speed? As for the grounded rocks, they can just work the same way regular rocks do. As far as the rocks falling from the sky, that can either be cut, or they just do massive damage instead of instant kill.


Groundhog Turret. As the name implies, it has the ability to burrow undergound, popping up after a period of time to pester foes with short range, machine-gun blasts. It will be vulnerable after each barrage, requiring time to cool before burrowing again. Each time it burrows it leaves a hole for mobile units to trip over.
ok, I like the mobile and burrowing idea. I have the mobile tank turret, so this might be a fitting upgrade. Only problem I have w/ it is that it doesn't do anything while being underground (while 'moving'), while my tank is able to shoot while moving. So it's a sort of a step-back.

Alright. The ability to burrow is more of a defense maneuver than an offensive one. It's power comes from the ability to surprise a foe by popping up out of nowhere, then attacking for decent damage. In my opinion, the defensive ability makes it harder to destroy, making it either an upgrade, or an alternative to the mobile unit at the same level.


Mole Turret. This is an upgrade for the groundhog (like an Adv. Groundhog Turret). In addition to heavier firepower from it's machine guns, it can also fire twin missles. Again, it has to recharge and cool after each assualt. It leaves a large mound of dirt when it burrows, a terrain obstacle for mobile units (hence why it is Mole Turret as opposed to Adv. Groundhog Turret).
Will definetely make a good a turret to use if I make your previous one.

Do these work better?
for the most part, yes.
I apologize if I was a bit harsh in the criticism, but w/ 76 turrets built at the moment, it is very difficult to accept more. Don't feel discouraged in any way.

I like critique, actually. I'm shooting off ideas to see if I can make those four remaining spots, so I'm not discouraged, I'm challenged!

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No-More-Oxygen

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Posted at: 8/11/08 05:16 PM

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using unit's health to power its own is interesting. But the idea of it grabbing onto the unit until it dies is a very bad idea, as it ensures instant-kill which I really do not like.
Perhaps think of another way to implement this idea?

You misunderstood me, the turret CAPTURES the target and holds it, having it unable to take damage(or to do anything) and then it uses its health to attack, so if it have 220 HP and the damage is 110, it will lost 55 health for evry attack, and then when it got <55 hp it will be thrown away in a chemical explosion.
But the damage it takes should depend on how strong it is, if it gives 110 dmg and have 220 health and loses 110 health for each shot... well then it lasts for 2 shots.
So if your having 22 dmg out of 220 health it will last for long enough, but you should half the damage taken if you choose to have half or full health damage for each shot.
Optionally the pray is taking damage over time when captured. I could think the design of the turret like a big acid tank(where the pray is in) with a big gun on, which shoots lobs of flesh.


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mayoarm11

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Posted at: 8/11/08 05:19 PM

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At 8/11/08 05:07 PM, KageRyu798 wrote: So, answer me this: who are the turrets fighting? I probably skipped over something, but does that mean the player's turrets are fighting footsoldiers & such as opposed to other turrets?

yes. In the next release, I am planning to change that.

First off, "Medusa Cannon" is merely a name. I realize you want a tech setting. The name comes merely from the way it attacks.
In the case of the 'no instant-kill' rule, I can work on that. How about the petrification severely cuts the opponent's speed? As for the grounded rocks, they can just work the same way regular rocks do. As far as the rocks falling from the sky, that can either be cut, or they just do massive damage instead of instant kill.

ok, this turret is obviously overpowered, but you gave me an idea. For your speed-slowing ability. My snow turrets (snow + liquid nitrogen), once they lower the enemy's speed, the enemy recovers his speed back over time. I was thinking that with this one, he doesn't recover his speed bk. It would obviously do less damage, as it is permanent. And maybe I can add something else, but you have to give me a theme here. Like 'medusa turret', but obviously, that isn't fitting. Something rock-related maybe. Rock Turret sounds gay.

Alright. The ability to burrow is more of a defense maneuver than an offensive one. It's power comes from the ability to surprise a foe by popping up out of nowhere, then attacking for decent damage. In my opinion, the defensive ability makes it harder to destroy, making it either an upgrade, or an alternative to the mobile unit at the same level.

well, the turrets don't have health in this release, so it IS a step-back.

I like critique, actually. I'm shooting off ideas to see if I can make those four remaining spots, so I'm not discouraged, I'm challenged!

seems like you're enjoying this ^.^ lol

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mayoarm11

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Posted at: 8/11/08 05:22 PM

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At 8/11/08 05:16 PM, No-More-Oxygen wrote: You misunderstood me, the turret CAPTURES the target and holds it, having it unable to take damage(or to do anything) and then it uses its health to attack, so if it have 220 HP and the damage is 110, it will lost 55 health for evry attack, and then when it got <55 hp it will be thrown away in a chemical explosion.
But the damage it takes should depend on how strong it is, if it gives 110 dmg and have 220 health and loses 110 health for each shot... well then it lasts for 2 shots.
So if your having 22 dmg out of 220 health it will last for long enough, but you should half the damage taken if you choose to have half or full health damage for each shot.
Optionally the pray is taking damage over time when captured. I could think the design of the turret like a big acid tank(where the pray is in) with a big gun on, which shoots lobs of flesh.

in a way, it is an instant kill, because if it sucks a very strong unit, with like... idk 1000 hp, the unit stays in the turret, having its life sucked out until it's being thrown away and destroyed.

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F-Ninja

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Posted at: 8/11/08 05:26 PM

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a turret that changes enemies to allies for a short period of time, in which the infected enemy shall shoot at its allies or block them from continuing on there path or what ever

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No-More-Oxygen

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Posted at: 8/11/08 05:28 PM

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Yeah but if it comes 20 guys with 1k hp it aint so imba, (1000 parted by 10 is 100, as the pray is also taking 100 dmg per shot, so it lasts 10 shots, but the guy with 100 hp also lasts 10 shots, with 1 dmg per shot.)
And OF COURSE it cant take bosses.
Eventually it will release its pray halfway if you think its to imba.
Or it could just be some of the higher level turrets.


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No-More-Oxygen

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Posted at: 8/11/08 05:33 PM

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And before the game will be done it will proably be alot of tweak, enweak and balance to the turret, another option is for it to instantly steal 50% of the targets HP and use it.


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mayoarm11

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Posted at: 8/11/08 05:33 PM

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At 8/11/08 05:26 PM, F-Ninja wrote: a turret that changes enemies to allies for a short period of time, in which the infected enemy shall shoot at its allies or block them from continuing on there path or what ever

no mind-control. Been suggested twice before newayz.

At 8/11/08 05:28 PM, No-More-Oxygen wrote: Yeah but if it comes 20 guys with 1k hp it aint so imba, (1000 parted by 10 is 100, as the pray is also taking 100 dmg per shot, so it lasts 10 shots, but the guy with 100 hp also lasts 10 shots, with 1 dmg per shot.)
And OF COURSE it cant take bosses.
Eventually it will release its pray halfway if you think its to imba.
Or it could just be some of the higher level turrets.

doesn't matter, dude, it's the 'suck in until dead' concept that I refuse to accept. Here's an idea for you:

a turret that has two attacks. First attack is sucking the life of nearby enemy units. The sucking of life is used to charge the second attack, which is some kind of mega uber attack or something.

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No-More-Oxygen

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Posted at: 8/11/08 05:38 PM

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Eventually it will release its pray halfway if you think its to imba.

...
I also just said something similar, that it will instantly drain 50% of the hp of a target and use it for a while.
Or just as i said before, it will release the enemy after 50%
I also got one idea of one "Enstoner" with a attack which graduatly slows the enemy until its stone, and it will be stone for a while, blocking the enemies and open for attacks.(Note that the enemy will be released after it been stone for a second or three


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KageRyu798

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Posted at: 8/11/08 05:47 PM

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At 8/11/08 05:19 PM, mayoarm11 wrote:
At 8/11/08 05:07 PM, KageRyu798 wrote:
ok, this turret is obviously overpowered, but you gave me an idea. For your speed-slowing ability. My snow turrets (snow + liquid nitrogen), once they lower the enemy's speed, the enemy recovers his speed back over time. I was thinking that with this one, he doesn't recover his speed bk. It would obviously do less damage, as it is permanent. And maybe I can add something else, but you have to give me a theme here. Like 'medusa turret', but obviously, that isn't fitting. Something rock-related maybe. Rock Turret sounds gay.

Gorgon Turret. Petrification cannon. Golem Turret. I guess the "add something else" would be the ability to fire stones. Maybe those stones, when they miss, turn a small area to thick sand, which slows enemies.


Alright. The ability to burrow is more of a defense maneuver than an offensive one. It's power comes from the ability to surprise a foe by popping up out of nowhere, then attacking for decent damage. In my opinion, the defensive ability makes it harder to destroy, making it either an upgrade, or an alternative to the mobile unit at the same level.
well, the turrets don't have health in this release, so it IS a step-back.

Gotcha. I'll drop that one for now.


I like critique, actually. I'm shooting off ideas to see if I can make those four remaining spots, so I'm not discouraged, I'm challenged!
seems like you're enjoying this ^.^ lol

More ideas 8D (Note that I'm unaware of most of the details of the existing turrets, so fill me in if I make a mistake of miss a detail)

Pollution Turret. This would be either an upgrade or an alternative to the Adv. Toxic Missile Launcher, and one of the most powerful turrets. Each firing creates a poison cloud, which expands. Every time a missle hits something, it releases it's own cloud of poison, which expands and saps HP from foes. The clouds will eventually disapate, but combined with each missile that explodes, most of the area can suffer from a constant poison fog (i.e., a cloud dissapates, but then another missile can hit that same area, and said area will suffer once again.). Also, if the more than one missle hits around the same area, the shared area of their resulting clouds will become more lethal and drain HP faster. The rate of fire and the actual power of the missles themselves depends on whatever was suggested for the previous turrets, but the point is that it has the potential to cover most of the battlefield with toxic fog. Also, the area around the turret itslef is toxic, so mobile enemies that get too close will succum to constant damage.

Razor Turret. Upgrade or alt. to the Adv. Boomerang launcher. This Turret is adorned with razors on the top and attacks similar to Sir Kibble from the Kirby series (the golden helmet guy who throws his crest). It's rate of fire only has a half second delay, but it can only throw its 3 powerful head-razors at a time. It will also randomly jump instead of catching one of its razors, causing that razor to bypass the RT and fly behind it (the razor will be caught on the second return trip). One other feature it has is the razors on its body; they can extend and attack at a short distance whenever a mobile unit comes near it, giving it some offense against short-range attackers.

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mayoarm11

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Posted at: 8/11/08 06:00 PM

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At 8/11/08 05:33 PM, No-More-Oxygen wrote: And before the game will be done it will proably be alot of tweak, enweak and balance to the turret, another option is for it to instantly steal 50% of the targets HP and use it.

wtf is tweak and enweak?

and the %50 is way too overpowered.

you want it to steal %50 of 1000hp?

At 8/11/08 05:47 PM, KageRyu798 wrote:
At 8/11/08 05:19 PM, mayoarm11 wrote:
At 8/11/08 05:07 PM, KageRyu798 wrote:
ok, this turret is obviously overpowered, but you gave me an idea. For your speed-slowing ability. My snow turrets (snow + liquid nitrogen), once they lower the enemy's speed, the enemy recovers his speed back over time. I was thinking that with this one, he doesn't recover his speed bk. It would obviously do less damage, as it is permanent. And maybe I can add something else, but you have to give me a theme here. Like 'medusa turret', but obviously, that isn't fitting. Something rock-related maybe. Rock Turret sounds gay.
Gorgon Turret. Petrification cannon. Golem Turret. I guess the "add something else" would be the ability to fire stones. Maybe those stones, when they miss, turn a small area to thick sand, which slows enemies.

yes. Very nice. I will probably use the petrification turret (or cannon). I like your second ability. But I was thinking, that instead of the turret "shooting" the sandpits, sandpits will form around the turret when it's created, and then if the enemies step into the sandpits, their speed is decreased. The sandpits wouldn't be too large, and would only slow the unit's speed when standing in the sandpits. For instance, they will reduce the speed by 3 (that's a lot in my game), and once the units step out of the sandpits, their speed returns to normal.

More ideas 8D (Note that I'm unaware of most of the details of the existing turrets, so fill me in if I make a mistake of miss a detail)
Pollution Turret. This would be either an upgrade or an alternative to the Adv. Toxic Missile Launcher, and one of the most powerful turrets. Each firing creates a poison cloud, which expands. Every time a missle hits something, it releases it's own cloud of poison, which expands and saps HP from foes. The clouds will eventually disapate, but combined with each missile that explodes, most of the area can suffer from a constant poison fog (i.e., a cloud dissapates, but then another missile can hit that same area, and said area will suffer once again.). Also, if the more than one missle hits around the same area, the shared area of their resulting clouds will become more lethal and drain HP faster. The rate of fire and the actual power of the missles themselves depends on whatever was suggested for the previous turrets, but the point is that it has the potential to cover most of the battlefield with toxic fog. Also, the area around the turret itslef is toxic, so mobile enemies that get too close will succum to constant damage.

ok, but the toxic missile launcher does just that. When the missile explodes, it releases a toxic cloud, like the one you describe. And you should know that I do not use tiles strictly. You describe having two clouds in "the same spot". I'm not using tiles, so that wouldn't really change anything, in terms of scripting at least :P

Razor Turret. Upgrade or alt. to the Adv. Boomerang launcher. This Turret is adorned with razors on the top and attacks similar to Sir Kibble from the Kirby series (the golden helmet guy who throws his crest). It's rate of fire only has a half second delay, but it can only throw its 3 powerful head-razors at a time. It will also randomly jump instead of catching one of its razors, causing that razor to bypass the RT and fly behind it (the razor will be caught on the second return trip). One other feature it has is the razors on its body; they can extend and attack at a short distance whenever a mobile unit comes near it, giving it some offense against short-range attackers.

I hate you :( you give me more work to do :(
i'll probably add this in, b/c I need another expansion for the boomerang launcher.

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FatKidWitAJetPak

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Posted at: 8/11/08 06:04 PM

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Well then what do you think about my rainbow turret idea where it fires multiple colors of beams at a very fast rate?

If you already have something like that...

then what about a very large blade turret that spins and shoots many needles that will also slow down the enemys?

Do you mind if I give you many more idea?

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KageRyu798

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Posted at: 8/11/08 06:24 PM

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At 8/11/08 05:47 PM, KageRyu798 wrote:
At 8/11/08 05:19 PM, mayoarm11 wrote:
At 8/11/08 05:07 PM, KageRyu798 wrote:
yes. Very nice. I will probably use the petrification turret (or cannon). I like your second ability. But I was thinking, that instead of the turret "shooting" the sandpits, sandpits will form around the turret when it's created, and then if the enemies step into the sandpits, their speed is decreased. The sandpits wouldn't be too large, and would only slow the unit's speed when standing in the sandpits. For instance, they will reduce the speed by 3 (that's a lot in my game), and once the units step out of the sandpits, their speed returns to normal.

That's a pretty cool idea too (:


More ideas 8D (Note that I'm unaware of most of the details of the existing turrets, so fill me in if I make a mistake of miss a detail)
ok, but the toxic missile launcher does just that. When the missile explodes, it releases a toxic cloud, like the one you describe. And you should know that I do not use tiles strictly. You describe having two clouds in "the same spot". I'm not using tiles, so that wouldn't really change anything, in terms of scripting at least :P

I didn't figure you were using tiles. I meant if two missles either hit the same target, or if two missles hit targets that are near each other; then the areas of the clouds that overlap would do twice the damage. But alas, I guess I was repeating another idea. Thanks for filling me in.

Razor Turret. Upgrade or alt. to the Adv. Boomerang launcher. This Turret is adorned with razors on the top and attacks similar to Sir Kibble from the Kirby series (the golden helmet guy who throws his crest). It's rate of fire only has a half second delay, but it can only throw its 3 powerful head-razors at a time. It will also randomly jump instead of catching one of its razors, causing that razor to bypass the RT and fly behind it (the razor will be caught on the second return trip). One other feature it has is the razors on its body; they can extend and attack at a short distance whenever a mobile unit comes near it, giving it some offense against short-range attackers.
I hate you :( you give me more work to do :(

Heheh ^^

i'll probably add this in, b/c I need another expansion for the boomerang launcher.

Sweet.

Moar work: Spike cannon. It would be an upgrade for either the Artillary Turret or the Mine Deploying Turret. It would launch large, special mines into the air; a cluster at a time. When those mines land, they create a small explosion, which only does a fair amount of damage. However, they plant smaller mines into the earth, which are motion-sensored. These mines do not explode. Instead, when disturbed, spikes sprout from the ground and skewer everything within a medium radius, causing a strong amount of damage. The spikes themselves have a low HP and have to be destroyed before the Spike Cannon can launch another. The SC's initial cluster is 3 mines, but after that it will fire one at a time only after one of the previous spike traps have been activated and the spikes destroyed. Mobile enemies will both take damage and slow down when maneuvering through an activated spike field. If that is too weak for an upgrade, just have the spikes do more damage.

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Tivaelydoc

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Posted at: 8/11/08 06:51 PM

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You should take all 3 of the super turrets and have them upgrade (if you have all 3) into a mega turret:

Advanced Guided Ion-Nuke Ricochet Missile Launcher

This is just an example, but I think you should be able to merge certain top upgraded turrets and come up unique dynamic turrets. This would add at least 10 more turrets.

Oh, and light sabers aren't gay. It would shoot a solid beam for 10 seconds, hitting everything in it's path, then take 20 seconds to reload.

Personally, though, I think since this is your first game and first version that it's not too bad, but I would add 2 things to it. I'd keep the turret tree, but I would get rid of all the unique modifiers like fire and poison and all that. I would make every turret that option to upgrade to fire, poison, whatever. Then from there have further modifier upgrades, such as: Snow - > Frost or Electricity -> Magnet. Then I would make each turret have several upgrades within themselves such as health, armor, health regen., armor regen., reload rate, range, damage, etc. Then, to top it off and make this different from any other TD game, make the turrets able to morph together. That way, there is 4 different modifiers that totally make your game dynamic.

For morphing, it wouldn't change at all; you would just put the extra added turret firing mechanism, be it fireballs or nails, come out of either the turret or from the "bullets" from the first one. And to make label which two you've combined, you have two little graphics appear on the turret.

Graphic-wise, you would just keep the regular design of your turret and just change the color to match the modifier, like blue for snow.

AS-wise, it would be too difficult either.


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mayoarm11

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At 8/11/08 06:24 PM, KageRyu798 wrote: Moar work: Spike cannon. It would be an upgrade for either the Artillary Turret or the Mine Deploying Turret. It would launch large, special mines into the air; a cluster at a time. When those mines land, they create a small explosion, which only does a fair amount of damage. However, they plant smaller mines into the earth, which are motion-sensored. These mines do not explode. Instead, when disturbed, spikes sprout from the ground and skewer everything within a medium radius, causing a strong amount of damage. The spikes themselves have a low HP and have to be destroyed before the Spike Cannon can launch another. The SC's initial cluster is 3 mines, but after that it will fire one at a time only after one of the previous spike traps have been activated and the spikes destroyed. Mobile enemies will both take damage and slow down when maneuvering through an activated spike field. If that is too weak for an upgrade, just have the spikes do more damage.

ahhhhhh so many featuressssssssssssss. It's doable obviously, but I don't know if I have the time right now. Maybe when everything is complete, I'll look back at some stuff, and maybe add some shit in.

At 8/11/08 06:51 PM, Tivaelydoc wrote: You should take all 3 of the super turrets and have them upgrade (if you have all 3) into a mega turret:

Advanced Guided Ion-Nuke Ricochet Missile Launcher

firstly, the ricochet turret isn't considered a super-weapon, it simply reached the top, that doesn't mean it's really good. It's decent, but it's no better than the chain-lightning turret (adv. electricty turret II in the not upgraded picture. I changed the name). The only super-weapons are the other two you mentioned. Ion cannon's uber B)

This is just an example, but I think you should be able to merge certain top upgraded turrets and come up unique dynamic turrets. This would add at least 10 more turrets.

simply 'combining' turrets isn't that great of a idea, as it takes out the originality of it all, and gives me like 5 more hours of designing (scripting's easy, I just combine two scripts, and put em togther :P)

Oh, and light sabers aren't gay. It would shoot a solid beam for 10 seconds, hitting everything in it's path, then take 20 seconds to reload.

my turrets shoot at the enemy closest to them, to have the best chance of hitting them. So a laser that targets the closest enemy unit to the turret, would have %0 chance of hitting any other units.
:)

Personally, though, I think since this is your first game and first version that it's not too bad, but I would add 2 things to it. I'd keep the turret tree, but I would get rid of all the unique modifiers like fire and poison and all that. I would make every turret that option to upgrade to fire, poison, whatever. Then from there have further modifier upgrades, such as: Snow - > Frost or Electricity -> Magnet. Then I would make each turret have several upgrades within themselves such as health, armor, health regen., armor regen., reload rate, range, damage, etc. Then, to top it off and make this different from any other TD game, make the turrets able to morph together. That way, there is 4 different modifiers that totally make your game dynamic.

god, you want me to modify my entire game now? >.< sheesh, like you said it is my first game. Let me just get it out there, and get money :P

For morphing, it wouldn't change at all; you would just put the extra added turret firing mechanism, be it fireballs or nails, come out of either the turret or from the "bullets" from the first one. And to make label which two you've combined, you have two little graphics appear on the turret.

aswlfsdkl
I do not really understand what you're saying. It's either you being unclear, or the fact that I woke up 2 minutes ago.

Graphic-wise, you would just keep the regular design of your turret and just change the color to match the modifier, like blue for snow.

:(

AS-wise, it would be too difficult either.

what would be too difficult?

dude, I know you think it will be better that way, but it was my vision from the beginning, exactly how I want things, and I'm pretty happy w/ the result. I like it how they are completely unique turrets, that upgrade from each other, and i'm going to keep that, sorry.
Besides that, there is no way i'm going to change everything I've done so far, and start over w/ a new idea.

ffs, i'm going back to bed :)

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did you reach 80 yet?


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Just throwing my 2 cents out haha.


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At 8/12/08 11:53 PM, Tivaelydoc wrote: Just throwing my 2 cents out haha.

:)

At 8/12/08 07:08 PM, bzzzzzz wrote: did you reach 80 yet?

4 more.

nice username. You wanna be a bee when you grow up?

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What are the oranges ones on your tree?


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it's an updated version. Orange is the turrets I still have to do. At the moment, everything is done, so nothing's orange, but...

And I think I may have even added a turret or two since the release of that version. I'll update it soon if you want.

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At 8/13/08 01:33 AM, mayoarm11 wrote: it's an updated version.

I meant outdated.

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Posted at: 8/13/08 02:22 PM

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Ok here are ALL MY IDEAS. I hope you use one.

Squid Ink Turret: Upgraded from one of the pollution turrets or turrets that slow enemys down. It squirts blots of ink on the ground which slows each enemy that walks over it by a lot. The only catch is that it can only fire one blot of ink on the ground. The rest of the time it is shooting ink over enemys which causes some slow, but not as much as the ground ink does.

Rainbow Aura Turret - Upgraded from one of the rapid fire towers. This should be near the last level towers since it is so powerful. It shoots extremely fast. (It should shoot whatever number the frame rate is per second) Each beam it shoots should be like lazers in multiple colors. Put in a randomnizer actionscript code for the color of the beams. What would look even cooler is to have some of the beams have inverted color. The Beams cause major damage because there are so many of them.

Hot Lamp Tower- This should be one of the first slow towers in the game. You should make a fire tower upgrade from this tower. All it does is shine a hot ray of light onto the ground which causes enemies to catch on fire and slow down. It is a standing tower, which means it just sits where it is and has one constant bullet not aiming at anything except one spot. (The light is the bullet)

Rock Golem Tower- This tower can be close to the final upgraded tower in the rock category. (If there is one. if there isnt one, make it one of the final upgrades for the major damage category) This tower is a rockish like figure that hurls large boulders at hoards of enemys causing major splash damage. It should be a little faster than the rest of the majot damage towers.

That's all for now! Hope you like my ideas and use one of them!! ^_^

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At 8/13/08 02:22 PM, FatKidWitAJetPak wrote: Ok here are ALL MY IDEAS. I hope you use one.

Squid Ink Turret: Upgraded from one of the pollution turrets or turrets that slow enemys down. It squirts blots of ink on the ground which slows each enemy that walks over it by a lot. The only catch is that it can only fire one blot of ink on the ground. The rest of the time it is shooting ink over enemys which causes some slow, but not as much as the ground ink does.

this is a very similar concept I came up w/, w/ the help of kageRyu. A penetration turret, where the turret is surrouneded by quick sand, that greatly slow down the enemy's speed, while in the sand. And also, the turret shoots these weird ass shit that slows down enemy units more.

Rainbow Aura Turret - Upgraded from one of the rapid fire towers. This should be near the last level towers since it is so powerful. It shoots extremely fast. (It should shoot whatever number the frame rate is per second) Each beam it shoots should be like lazers in multiple colors. Put in a randomnizer actionscript code for the color of the beams. What would look even cooler is to have some of the beams have inverted color. The Beams cause major damage because there are so many of them.

1) what's inverted color?
2) a rapid-shooting laser isn't bad. I was thinking more like the turret from unreal tournament 3.
image
I don't really like the idea of multi-colors, it makes it kinda childish, I was thinking purple maybe (like in unreal tournament). The turret's reload time would be very fast, but every frame, is just way too fast. I have something in mind, k thnx.

Hot Lamp Tower- This should be one of the first slow towers in the game. You should make a fire tower upgrade from this tower. All it does is shine a hot ray of light onto the ground which causes enemies to catch on fire and slow down. It is a standing tower, which means it just sits where it is and has one constant bullet not aiming at anything except one spot. (The light is the bullet)

Rock Golem Tower- This tower can be close to the final upgraded tower in the rock category. (If there is one. if there isnt one, make it one of the final upgrades for the major damage category) This tower is a rockish like figure that hurls large boulders at hoards of enemys causing major splash damage. It should be a little faster than the rest of the majot damage towers.

well, besides the rock theme, there's nothing special bout this turret. Seems like a weird rocket launcher to me.

That's all for now! Hope you like my ideas and use one of them!! ^_^

:)

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Ok so you don't like any of those ideas?

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Oh but you like my rapid fire idea. Ok cool. Multi colored isnt childish, it actually looks really cool.

http://www.newgrounds.com/portal/view/42 2253

I was thinking the lazers would be like that. Purple seems pretty cool, just kind of dull. If this tower is going to be powerful, it should have some fancy bullets.

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At 8/13/08 05:27 PM, mayoarm11 wrote: this is a very similar concept I came up w/, w/ the help of kageRyu. A penetration turret,

Petrification. Big difference.

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