I had a Massive idea for tower defense. What happened if they used text for the enemy paths.
Such as:
O O O
The O’s are the placeholder enemies and we can manipulate them to “move” this would also work in tandem with tracking their locations. For more detailed enemies use ASCII characters. Then using more lines of text, health bars could be created as:
| Health:100|
OvO.
Then we use pseudo sentries to damage them.
This is not a dupe to my last topic that one includes stuff that follows the player.
Uh- This isn’t really possible
The only thing I found was pseudo sentry health, and there wasn’t hit detection-
Path moving sentries doesn’t really work either so
i don’t know what to tell ya
OMG this just gave me the most brilliant idea based on some stuff I’ve worked on in the past. It would be able to make Tower defense completely, I think.
Hold on, give me a few minutes, maybe a few hours actually. I think tower defense is possible.
I mean, the only REAL problem here is detecting the hits. The only time the gadget can deal damage is towards sentries and props that are set to be able to take damage.
But we shouldn’t have to worry, HTH is going into kid excitement over this, I’m sure we’ll get some good results soon.
Haha you’re completely forgetting about something, but I was working on a research post once and I thought and tested this idea for a different use. It worked, but on a small scale, and not very accurate. But with TD, this idea should work perfectly.
Also sorry for being so cryptic haha but I’m making a guide and I’m trying to kinda keep it a surprise, sorry if that’s a little inconvenient but the guide should come out today if everything goes according to plan.
Oh darn it how am I supposed to make the turns work? Well, unless somebody has an idea it might just be straight-line TD . I currently have the text monsters spewing out of one text string.
Oh wait I have an idea. It’d be complicated, though. Basically, when it reaches the character limit for that stretch, it “passes” along the character to a new text device.
But there are other nuisances too, all of them having to do with the text generation (trust me, detecting hits was the easy part). Like, how do I make the text go backwards? Because the character up front has to then stay to the right while the text develops to the left of him. Essentially backwards. Unless I make the track go counterclockwise, but that doesn’t feel right.
The monsters go clockwise in TD, right?
Oh goodness. Sometimes I forget not everybody understands what I mean.
Basically, we have the little “text monsters” generate via block code within a text device. The monsters are held in order within different properties at the start of the game (to make them convenient to access and edit). They expand every “tick” as they “enter the map.” Sorry if this is still confusing I literally don’t know how to explain my thinking.
I don’t really care what this was in, although devices might make sense.
Also please somebody tell me which way the enemies go in TD, I haven’t played BTD in forever.