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Home Page: http://www.eletd.com
Element Tower Defense
Home Page: http://www.eletd.com
Now that Trickery Towers can clone Support Towers, it seems to be a little.. buggy. I had a Trickery Tower clone a Blacksmith Tower. The clone, statswise, was identical to a Blacksmith Tower, but didn't actually do damage on attacks, and it had no abilities. The buff saying that it was clone was not actually there, and so the tower just stayed there. I was also able to clone the useless clone, thus giving me another useless clone.
Clones of towers that aren't supposed to rotate end up rotating, ie Well, Blacksmith, and Nova. I check out the clone bug with other support towers, and they all have the same issue.
The HP bar also hovers over them by default, just like creeps.
Got an idea, based on rune models:
Then there's Illusion (Yellow) and Bounty (Golden-Yellow).
We could edit them to be Brown and White, and we got some good props to make a cool looking models!
Have the runes in a circle around temple_portal001.vmdl or rune_point001.vmdl
Finally, whenever each element is upgraded/aquired, the runes appear bigger on the circle.
Or rather its not blocking after placing, every clone gets put inside the same spot
Currently, how slows work:
How they should work:
It's not too big of an issue with that example, but when you go 6-ele and stack as many slows as possible, it drops creeps to 20% movespeed, aka 60. Multiplicatively, it's only supposed to drop down to minimum of 119 movespeed.
Make each creep and tower fit their element.
With a stack counter
Believe it or not, I ran into the gold cap of 99999 gold. Not just once either; my gold tower build is more than capable of reaching that number consistently in extra gold (and yet I still get roflstomped by Icefrogs). Is there a way to have the cap increased beyond 99999 gold?
When hovering over a Triple Element Tower specifically in the Tower Tree, it should only be highlighting the duals that build into it, not all duals from the elements involved. For example, hovering over Flamethrower (Fire + Dark + Earth) should only highlight the elements involved & Gunpowder (Earth + Dark), Blacksmith (Fire + Earth), and Magic (Dark + Fire).
To do list for ElementTD
It occurred to me the only towers that genuinely should be lowest priority on being buffed are just Blacksmith, Well, Trickery, Arrow, and Cannon, since they're pretty much the lowest DPS/Gold towers in the game. That said, the label of "Support Tower" should be removed from the Triple-Element Support Towers, as they do have pretty decent DPS, even if they're a bit under the main damage towers. Aka:
The current element panel isn't the greatest although it serves its purpose.
Should we improve it, if so, how?
Currently, Mechanical (creep type) is not immune to effects, namely slows. That is, if it has a slow on it prior to going invulnerable, it's still slowed down. It should completely ignore the slow when it goes invulnerable, up until the invulnerability wears off.
http://www.gfycat.com/LividJadedHackee
vs
http://www.gfycat.com/SafeNervousCrownofthornsstarfish
I'm considering making a "ShouldRotate" KV on the units that decides whether to apply the "MODIFIER_PROPERTY_DISABLE_TURNING" or not.
Also people have suggested that we break the models, leave the pedestal static but rotate the shaft of the tower.
So its harder to miss
Not the free essences, specifically the upgrade that lets you manually get a Pure Essence. The gold bonus is:
([(Wave +5) ^ 2]) * 2.5 * Difficulty Bounty Bonus
Should help it stay valuable by comparison to getting an element upgrade.
Wave 55 - got 2 leaks but otherwise slaughtered 'em.
Boss Wave - got 2 kills, got slaughtered.
However, rather than having Shield nuked, I got some second opinions on this: nuke Fast from the Boss Wave. Shield isn't that big a problem especially since it's only 1 second invulnerability on Swarm splits. Fast, on the other hand, screws over a lot of defenses.
Life tower increases your lives, but it doesn't show it, aka it doesn't increase your hp beyond 50.
X = Sell
U = Upgrade to next tier of same tower
First letter of name = Build and/or upgrade to different tower (i.e. build a Fire Tower with "F" then upgrade to Blacksmith Tower with "B")
Specially relevant for Competitive mode
I kid you not:
I'm pretty sure this is a result of Swarm + Undead though, because they kept endlessly coming back from the dead, until I guess the game broke. So in all likelihood, this will be naturally fixed from Undead being axed from the Boss Wave.
Specially useful for competitive mode
If you don't have the elements needed, gray out icon to indicate it's unavailable.
Currently, Disease Tower (Dark + Nature) is using the following damage formula:
It should be:
@Karawasa Will we be using stat collection to collect game stats? http://getdotastats.com/#s2__directory
In a multiplayer game, right now, when you clear Wave 5, 10, or any multiple of it, you get a Lumber; or in Random mode, that's when the element auto-summons. However, that's not quite right.
When the first player clears Wave 5 (or any multiple of it), EVERYONE gets the Lumber (or in Random, the element auto-summons). Or in the case of Rush mode, when Wave 5 finishes spawning (or any multiple of it), that's when the Lumber/Elemental Summon kicks in.
Apart from every Scaleform interaction, this are the things in use that must go away:
Level 2 version of Flamethrower tower is causing 5 stacks of Napalm per hit. It should only be causing 1 stack per hit. I believe this was from the old version and I just now noticed it's doing x5 the damage it's supposed to, lol.
Bug 1: Infinite gold gains due to shift-queue building
Pay attention to the gold before and after, in this video im basically shift-queue spamming a-ton of buildings while hold is active, this is also doable WITHOUT hold but this allows me to click infinitely.
Bug 2: Sometimes shift-queue buildings double builds
Bug 3: Incorrect ability tooltips for some tower building
Observed examples:
Nature Tower has 125DMG, but the tower building tooltip says 123
Light Tower has 125DMG, but the tower building tooltip says 83
I did not check all the tooltips.
Irreproducible bug: I also managed in the process of spam clicking shift-queue to block the navgrid with no building ontop but I am unable to reproduce it.
ToDo:
Requires
and Element lines must match the Primary Element+Second/Third order visible on the ability icon.Discuss:
X and Y and Z
be X + Y + Z
?Probably due to me removing a modifier in the latest memory-leak fix
Wave 55 - completely slaughtered it.
Boss Wave - didn't kill a single one. Undead needs to be removed from the wave. The rest of the effects are already practically doubling it; Undead is doubling it further (or possibly more) due its interaction with the rest of the effects.
This might be due to players disconnecting.
As the title says, but rather than increasing the Bounty Base, this would just be a flat multiplier bonus that applies on the total. I'mma say a 25% Bounty Bonus.
It may need to be increased in combination with Express Mode, but let's see how the 25% Bounty goes first.
Rather than targeting towers with highest Damage, Blacksmith, Well, and Trickery should prioritize towers with highest DPS. It's not perfect, but it's better than Damage. Still have Support prioritized last.
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