Top game producer
#60 - The core fun of tower defense games
The next day, in the meeting room.
"Good morning, everyone. Did you all have a good rest?" Wang Jian asked with a smile.
Tong Ke was wearing a T-shirt with a cat's head on it today. She held Black Rice in her arms, gently scratching it. Her eyes curved into crescents as she smiled, "I've been watching anime, reading manga, and feeding pigeons in the square every day. It's been quite comfortable. Because the manga is so good, I haven't drawn the fan art of Riva that I promised the fans. I'll draw it in a few days."
Black Rice squinted its eyes, looking very comfortable, its whiskers twitching. In the entire studio, it had the best relationship with Tong Ke, besides Wang Jian.
Ye Meng's face was full of energy: "I had a lot of fun, but I'm still happier making games! Let's work hard today too!"
"I've been addicted to 'Kingdoms Arise II' these past few days. Although it's an old game, it's still a lot of fun to play again. I always think I'll just play one more turn and then go to sleep, but I accidentally played all night. It's just too much fun!" Luo Shuai's dark circles were even darker. He chuckled, looking like he hadn't had enough. "Boss, when are we going to make a real-time strategy game?"
"Kingdoms Arise" is a game set in a fictional continent in the era of Western monarchs and nobles. Players play as a weak king, developing and expanding their country. It's now in its fourth generation, and the elements of trade, war, and diplomacy have become increasingly complex. So some old players still prefer the older versions, which have rougher content and graphics but are still fun to play.
Wang Jian recalled the fear of countless all-nighters dominated by "Kingdoms Arise" when he was in school: "Yeah, I like this type too, but we don't have enough technical strength right now. We can do it when the time is right."
Bai Li'ao smiled slightly. In order to better create "Kingdom Rush" next, he spent his vacation researching tower defense games and had a lot of thoughts. This time, he will definitely impress the boss.
After chatting about the holiday, Wang Jian got to the point.
"The 'Kingdom Rush' we are going to make next is a tower defense game. What does a tower defense game look like in your minds? Does anyone want to talk about their understanding of tower defense games?"
Everyone chimed in.
"Never played it."
"Monsters come out of an exit and go through a winding path. You build defense towers on both sides of the road to attack them. The goal is to prevent the monsters from reaching the base."
"Different towers have different functions. There are probably three types of towers. Basic towers can only hit one monster, area-of-effect towers can hit a group but have low damage, and ice towers can slow down enemies. You have to combine several types of towers. At the beginning, you only have money to build basic towers. You earn gold by killing monsters, which you can use to build more towers. It's a cycle like that."
"The more you progress, the more monsters there are, and the higher their health. It's very difficult to fight."
Wang Jian summarized: "Well, these tower defenses are relatively crude. To put it bluntly, it's about using limited resources to buy enough towers to block the tide of enemies. Without sufficient enemy types and countermeasures, the strategy is insufficient. There is actually a lot of potential to be explored in this regard."
"Strategy, sufficient strategic choices, different defense system constructions, using flexible systems to deal with various combinations of monster attacks, I think this is the core fun of tower defense games."
"So, in 'Kingdom Rush', I designed a total of eighty kinds of monsters, four types and twenty forms of towers, and each monster and tower has its own different characteristics."
"Eighty kinds of monsters? Twenty forms of towers?" Luo Shuai opened his mouth wide. "Wow, is this still a tower defense game?"
Wang Jian said: "In addition to the lack of strategy, there is also a major drawback, that is, the ineffective time is too long. Monsters appear one by one from the spawn point, and the time it takes for the monsters to walk into the range of the tower is all meaningless waiting time. If the defense towers are set up, the player has nothing to do during this time."
"In order to enhance the immediacy of the game and reduce ineffective time, 'Kingdom Rush' has some brand new designs. For example, in addition to the attack of the towers, players can also use skills to defend."
"There are two skills. One is Fire Rain, which can summon a meteor in a designated area, which will fall after a certain delay, causing considerable damage to enemies in the area, with a long cooling time."
"The second is the Mercenary Squad, which can summon a team of mercenaries to block and attack enemies along the way, with a short cooling time."
"There is also a hero. The hero is a powerful and flexible special unit, which is equivalent to a defense tower that can run across the entire map. Players can mobilize heroes to defend weak points, and heroes also have a skill that can be actively released."
Everyone discussed enthusiastically.
"Wow, adding a skill system to a tower defense game feels like the operability and playability of the game have been raised to a new level!"
"It sounds very interesting! And there is a hero existence, different heroes, different defense towers, players can use various combinations to challenge the same level!"
"What skills to use in a scene, and the timing of skill release, all test the player's strategy!"
Bai Li'ao was so excited that his face was a little red: "I think the most brilliant thing is the setting that monsters can be blocked! In this way, players can focus on deploying defense towers when deploying them, and output higher firepower!"
The fact that monsters can be blocked can be said to be an important watershed between "Kingdom Rush" and previous tower defense games.
After Wang Jian introduced the main features of "Kingdom Rush", he began to explain the various types of monsters.
Monsters have attributes such as health, attack power, armor, magic resistance, movement speed, bounty, damage to the base, and skills.
Health is the monster's health points.
Attack power is related to the setting that monsters can be blocked as mentioned earlier. In "Kingdom Rush", in addition to skill summoning mercenaries, there is also a type of barracks defense tower that can produce soldiers. Deploying soldiers at key intersections can allow the surrounding defense towers to concentrate their firepower output.
If the monster's attack power is high, the soldier's blocking time is short, and the defense tower's output time is short. Therefore, in addition to increasing firepower, you must not forget to upgrade the barracks.
There are two types of tower attacks, physical attacks and magic attacks, and the monster's defense types also correspond to armor and magic resistance. If you use physical attack towers, such as arrow towers, to attack monsters with high armor, it will be very difficult to fight. It will be much easier to switch to magic towers to attack monsters with high armor, and vice versa.
The design of armor and magic resistance is also to increase the strategy of the game, allowing players to think about how to match different attack types of defense towers and build a targeted defense system.
For example, there are two monster spawn points, one spawns monsters with high armor, and the other spawns monsters with high magic resistance. Players can place magic towers around the route of the armor monsters, and arrow towers or cannon towers on the route of the magic resistance monsters.
Of course, this is just a simple design idea. When designing levels, you have to consider a lot of content.
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