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1408630 Posts in 68950 Topics- by 62848 Members - Latest Member: JPGgamestudio

September 24, 2023, 11:58:26 AM

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TIGSource ForumsCommunityDevLogsBoundless Paths (Tower Defense Exploration Roguelike)
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Author Topic: Boundless Paths (Tower Defense Exploration Roguelike)  (Read 205 times)
Oaklin
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« on: September 18, 2023, 09:44:36 PM »

Boundless Paths is a mix of 3 of my favorite sub-genres (TD, roguelike and exploration). Aside from designing a game I'd like to play myself and needing something unique to hopefully stand out against better funded efforts, I felt it could address some subjective 'imperfections' in the TD genre.
a) Maps the player has to adapt to, instead of potentially having the perfect solution out on the internet. This is achieved by both the random map and path generation, the exploratory mechanic, and even the player choice in terms of where to explore.
b) Continuity between maps. Many TDs have different approaches to this, but I opted for a roguelike design because I like how roguelikes balance between higher stakes and frustration (eg. permadeath is too frustrating for me). So like most roguelikes, an average run is meant to take about 1-2 hours, and failure does grant some consolation credit.
c) No more sudden death. I didn't like how quickly tower defense games tend to flip from 'Not a single monster has breached my defenses in *yawn* 50 waves' to 'Oh no, I just lost and have to start over' So I intentionally gave players a large and growing health pool that is meant to regularly take damage. Health can also be used as a resource in multiple ways, and there's additional incentivization to hoard health beyond just not losing.

Anyway, here's a link to my trailer so everyone can see what I'm talking about




As per my post in my Obligatory Introduction Thread, I'm a solo programmer with nearly no prior skills in anything else - art, sound, video etc. If there's interest, I can talk about how I addressed each of those domains as a newbie.

Game's current status is that its up on steam for playtesting, and I'm concurrently working on some late game features while waiting for feedback on whatever needs fixing or improving.
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Ramos
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« Reply #1 on: September 19, 2023, 07:27:20 AM »



I like how you managed to implement the fog of war into a TD concept. Good job

 Gentleman
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mobilelast
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« Reply #2 on: September 21, 2023, 02:12:35 PM »

I loved the contrast between the soothing music and hordes in the video. I think it would be even more mysterious and enchanting without the speech.
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Avaruustaistelupeli (ATP) - a space combat game
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Oaklin
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« Reply #3 on: September 22, 2023, 11:43:59 PM »

Thanks. Will be removing the trailer voiceover and partially replacing it with subtitles.

Did a UI redesign to group the various UI elements, after scanning through 10+ popular strategy/TD games for inspiration.
Also upgraded the textures of many map objects with the most suitable free ones I could find.

Now that everything looks better, I will be working on re-doing the trailer next.
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