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old Zombie Invasion (Tower Defense) I need ideas!

reverend_insanity OP
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Hey guys

current alpha version:
youtu.be-vDS5aYa1SqE (I got "Sorry, you are not allowed to post links yet!" message just replace - with /)

still lacking a lot..

- no actual story (this; i have no idea at all) A crazy scientist living alone trying to find the cure to CS2D lifelong "Zombie" mode maybe?

Update: I have some sort of an idea. Each map offers unique cure ingredient. There are diverse "cures". Combining ingrediants and cures in different ways could weaken the wave, strengthen it to give more ingredients, ... etc (needs more deliberation). The real cure needs to be created in a step by step manner and the concoction could fail, making the player needing to recollect everything all over again (Kinda like refining Gu in reverend insanity novel).

Anyway that could be fun or an absolute nightmare to implement so no commitment

- no wave power scaling (zombies get stronger with each wave and turrets need to be upgraded - to cope with it; the math of wave scaling look pretty complicated 💀) but I know this is only one way to play tower-defense (in some, power scaling is not needed at all)

Update: I got an idea. Tibia scripts usually have item levels and monster levels. Did they perhaps implement some kind of power scaling?

- no actual "point system" to "buy/build" turrets or whatever else (but this is simple to implement)

- no achievement system (yeah i'll use SQ achievement system somehow (will take a bit of time though)) file cs2d Dynamic Achievements and Statistics Script (2.0)

- zombie types... (they are currently differenciated by their "skin" and some random stats) but i have an inspiration about this file cs2d Zombie Plague Script (v 1.15) zombies types ideally will be specifc to the map location (like water zombies from water or something)

- there's a "manual turret" i want to add file cs2d Controllable Turrets v1.1

- map system (need to draw different locations), designate specific spots to put turrets

Currently, I'm heavily inspired by Ant Legion Repel Invaders youtu.be-0UBYsmwKG4w (again, same thing) Sadly, there's no much I can take from it. It's just a minor minigame inside much larger game.

would really appreciate if anyone could help me with the story and cool ideas
there's only so much i can do in my freetime lol
edited 6×, last 13.02.26 01:39:40 am

old Re: Zombie Invasion (Tower Defense) I need ideas!

Margineanu65
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You could add a system where you can make customs turrets and make them have custom properties like splitting on hit or homing at the last zombie but dealing 100% more damage or a frozen projectile that has a chance to freeze the zombie and therefore stopping the wave for x secs etc.

For the story, you could go for the cure idea and expand it across realms, so you could make a different zone in that realm for each set of waves and add additional effects for that zone (example: Hell Fields (25% to convert all dmg to fire, enemies move 25% faster).

For the buying system, You could give the player initial points, and hitting enemies grants you points based on their stats (so it dynamically scales with the power scaling system). You can add hud images that can let you buy turrets and stuff (to this system you can attribute things like 'Price Reduction', 'Points being able to critically strike' etc.

An ability system can be added too, so you can add abilities that can buff and debuff things (like doubling damage done to enemies or enemies take 50% more damage if they are close to your turrets).

You can look at roguelikes and inspire from them.

old Re: Zombie Invasion (Tower Defense) I need ideas!

reverend_insanity OP
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@user Margineanu65: Homing turret is a great idea. I already did the frozen projectile turret. If you saw the video, when some zombies are hit by an Ice Turret, they'll become "bluer" and have slower speed temporarily.

As for the story, I'm not focusing on campaign mode currently, but I created a some more locations "realms". I'm not sure about additional effects, but I guess I can add "Normal Materials" (as points) and rare "Mutated Materials" for special effects like more dmg, less attack cooldown, faster projectile, critical hit. Usage comes at a cost of a spike in the AMI (Adaptive Mutation Index) which increases every wave and makes the wave even stronger... For now, I'll do something like this.

Thanks for the feedback!
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