In Blog#5, I was planning to share experiences of Blueprints and Behavior Tree in Unreal Engine 4. However, I am going to talk about our game tower design ideas in this blog. The reason of that is because one of my group members shared his design ideas and I think I should give back some feedback for that. This blog is going to be a brainstorming of my game design ideas.
Tower Design
Our tower design is to have 2-3 slots, and the player can pick any tower/structure in each of these slots. I think that having 2-3 slots for tower/structure can create interesting game system such as limitations of duplicates or number of towers, and it is also able to provide some strategy elements for our game. For example, if the player needs to pick towers for each slots in stage select phase, the player needs to think the instruction of towers and stage environments such as structures and enemies.
Three Types: Offensive, Defensive and Utility.
I think offensive towers would attack the enemy/enemy structure rather than to protect the player’s key structure. One of the offensive tower I imagine is the tower that creates friendly unit that attacks enemy and enemy structure by using some player’s materials. Player friendly unit can be implement by using enemy AI, so I think the cost of developing this tower would be low. Another offensive tower could be the tower that lunches a siege attack at the enemy/enemy structure. However, this tower can be defined as the defensive tower, so we need to make some difference. I think defensive towers would defense the player and player’s structures includes offensive towers. One of the defensive towers I imagine is the tower that has a taunt skill to affect enemy to focus aggro on the tower. This type of towers can protect some non toughness towers or control the path of enemies in a stage. This tower can be implement by using combination of behavior tree and blueprints in Unreal Engine 4. I think Utility towers would have some non-damage special abilities such as slows/heals/buffs. This type of towers can provide some depth of a game.
I think we should decide what kind of towers we are going to implement in Fall term.