Tower Defense - v1.0.6

(c) 2011 Darryll Rohr
Comments? Suggestions? Send me an Email.

Note: press esc to deselect any tower or enemy

  • 12-14-2011 - Post Mortem
    • if you have played other tower defense games, you may recognize many elements of them in my game. with so many tower defense games out there, it is a challenge to be unique in this genre. however, there are 2 features of this game that many others dont have. the first is that there are 48 maps in this game. for fixed pathed maps, few other tower defense games have more than 10 or so maps. the second is that i added selectable AI for the towers. this adds much more strategy to the game.
    • after spending some time playing the game, i think i could have designed the level of difficulty better. the difficulty really lies in the length of the paths rather than how many paths there are. in any case, there are some very hard and very easy levels. so this game is still fun and challenging.
    • creating this game using OOP made the code much more manageable and much smaller (compared to my last flash game). it was very easy to make so much of the code generic and reusable. the .swf for this game is less than 25% of the size of my last flash game (which has far less content).
    • this game took far less time to create than my last flash game. it took about 12 days to create at 12-16 hours a day. (being laid off gives you lots of free time to work on personal projects :) )

  • 11-12-2012 - version 1.0.6
    • modified the reach tower to do less damage at a closer range. at point blank range, it does 50% of the max damage.
    • increased the dps of the reach tower by 25%.
    • increased the cost of the reach tower by 25%.
    • increased the damage of the brawler tower by 66%.
    • increased the fire delay of the brawler tower by 33%.
    • the brawler tower now does 25% more dps.

  • 12-23-2011 - version 1.0.5
    • fixed speed bug with enemies that are slowed or frozen.
    • created a total of 300 waves. the number of waves per map is selectable by increments of 50 starting at 50.
    • increased the cost and effect of level 5 of each tower by 150%.

  • 12-20-2011 - version 1.0.4
    • added the following features: mute, pause, and game speed.

  • 12-15-2011 - version 1.0.3
    • reorganized the maps and difficulty so that they fit the categories better.
    • enemies on easy maps have 20% more health and enemies on med maps have 10% more health.

  • 12-14-2011 - version 1.0.2
    • fixed a bunch of bugs. thanks to the guys at tacoma world for pointing them out (takern, memario1214, nmcqueen280, quo fan, krap22, konaborne, capetaco12, jackhart).
    • fixed the major performance bug. it was a memory leak :(

  • 12-14-2011 - version 1.0.1
    • fixed a few bugs.
    • adjusted the enemy scale for normal and boss waves.
    • adjusted healthbar scale and position.
    • adjusted the scale of the tower turrets.
    • tuned the towers in regards each other.
    • swapped the reach and brawler tower in the UI.
    • fixed the disappearing tower bug. it had to do with trying to reuse object depths after a tower had been sold.

  • 12-13-2011 - version 1.0.0
    • fixed several bugs.
    • created 48 maps. sketched them all out first, transferred the sketches to map templates, and then to the code.
    • the game is now complete. all that is left to do is tune it. it is pretty close as it is now, so it shouldnt take too long.

  • 12-12-2011 - version 0.1.9
    • spent some time playing the game and it definately needs some tuning. enemies need more health and there needs to be more gold reward for killing the enemies.
    • fixed several bugs.
    • added sound effects for all the game events.
    • discovered a low occuring bug where an expisting tower disappears when placing a new tower. i think it has to do with the depth of an object. i will have to dig further.

  • 12-11-2011 - version 0.1.8
    • defined and created the 5 enemies (art and code).
    • made a first pass at tuning the enemies.
    • defined and created the 6 towers (art and code).
    • made a first pass at tuning the towers.
    • defined all stats for 50 waves of enemies. the same set of waves will be used for each map.
    • created the select map and waves UI elements.
    • impletmented the map select UI. the game can support a total of 60 maps with a max of 20 in each of the 3 difficulties.
    • created an automatic timed delay between each wave.
    • implemented the loading of the waves and the wave UI. works for any number of paths for a map.

  • 12-10-2011 - version 0.1.7
    • fixed and refined tower selection behavior.
    • implemented player stats and behaviors into the UI.
    • defined and implemented the slow and freeze behaviors into the UI.
    • implemented the slow and freeze AI for the enemies.
    • added an enemy UI panel that shows the stats of a selected enemy.

  • 12-9-2011 - version 0.1.6
    • created 6 temporary towers.
    • added towers to UI.
    • towers are now selectable from the UI and can be placed on the map.
    • towers placed on the map can be selected.
    • added help text for selecting the towers.
    • added all the tower upgrade UI and functionallity.
    • towers can now be sold.
    • added tower AI UI and functionallity.

  • 12-8-2011 - version 0.1.5
    • added enemy death animation.
    • added FPS counter.
    • increased the game size to 800x620 to accomodate UI panels.
    • created UI mockup and added placeholder text. most text will be replaced by objects such as buttons.

  • 12-7-2011 - version 0.1.4
    • created a set of spawning enemies with a delay in between each enemy.
    • created a tower using temporary artwork. i defined the tower movie clip to have 4 states that correspond to the level of the tower. this will give a visual indication when the tower's level increases.
    • created the targeting AI for the tower. the tower can target the enemy based on 4 selectable states (once there is a UI). either the closest, the farthest, the weakest, or the strongest. in addition to these states, the tower can be set to a Locked target. this will make the tower stay on the selected target until it is out of range or destroyed. then it will select a new target based on the current selected state.
    • created a turret for the tower that tracks its current target.
    • created projectiles that fire from the turret and track the enemy.
    • added a damaged event for the enemies. they now can take damage and be destroyed by the turret projectiles.

  • 12-5-2011 - version 0.1.3
    • created an enemy using temporary artwork. i defined the enemy movie clip to have 4 states that correspond to the each of the 4 directions on the game board. this will give the enemy the appearance of changing face direction when following the path.
    • created an enemy health bar.
    • created a generic enemy initialize function. this will create the enemy, attach a health bar to it, and place it at the start position on the map.
    • created the basics of the enemy AI. the enemy knows where it is on the game board and it can follow any pre-defined path.
    • created the basics of a message handler so that any object can send a message to any other object in the game.

  • 1-2-2011 - version 0.1.2
    • i decided on fixed pathed maps instead of open pathing. this will make it easier to code the AI. perhaps for my next tower defense game, i will tackle A* or other AI pathing techniques.
    • i created the first map and internally defined the path.
    • internally, the maps and paths are defined by 2 dimensional arrays. this makes it easy to add new maps after i create a vertical slice of the game.

  • 1-1-2011 - version 0.1.1
    • welp, i am back at it. i am gonna create a new game, but, this time, i am going to do it with classes and object oriented programming; as opposed to my last game (Bunker Defense).
    • i am also going to tackle a tile based game. i am thinking about an rts-ish tower defense game.
    • to start, i have created a tile board and the ability to detect which tile the mouse is over and whether its a "valid" tile.