AI Tower Defense
Here are a few playable levels in a tower defense game I started on a long time ago. I spent some time to port it from as3 to java and libGDX and I am really curious to see how it works in HTML5. Let me know in the comments if something doesn’t work.
AI Tower Defense HTML5 Test
Teaser
I found the great music at bubaproducer (darkness inside me), the trailer was made for my old flash prototype.
I love it. Very well done.
The singularity quotes and ominous music take it to another level.
Definitely makes me want to play the game.
Evolving AI is pretty ambitious though… Maybe too ambitious, I found the attempts in the past ‘black and white’, ‘creatures’ fall horribly short of the hype they created.
Thanks π I only hope the game will live up to the teaser.. True, I think in the first version the AI won’t self evolve, I will probably just create different units with different behaviors to keep it somewhat simple.
Idea: Try playing some other games (i.e.: Star Wars Empire At War, Plants Vs. Zombies)–they might give some cool ideas for new turrets.
Love this game, but could add more things
now my game wont load i have tried all day but nothing!!!!!!
– it is already fun to play.
– after ctrl-enter I could not enter name, so not start game. I had to go non full screen to type.
– at one point, the enemies started moving through my turrets, instead of path finding around them.
– i like the minimalistic visuals.
As always: thanks for you good feedback!
– Good sign π
– Yeah that sucks, it turns out flash doesn’t allow all key inputs at full screen (security measure). Will have to do something about that.
– This happens when you block all the ways and they have no path to their goal. I should probably warn about this, plus reset path finding if the road is cleared again (a few resets)
– Thanks!
What is your high score?
I got to level 28…
Great Job! I made it to level 31 [on Downfall, with a score of 4394]! It took me FOREVER to get here!
It makes me happy to hear π Anyways level 31 thats better than me!
Cool idea: Get to level 25 USING ONLY LASER TURRETS! (Making challenges like this for myself makes games more entertaining for me…!)
Good idea, I should add such achievements!
I really think there has to be a way where you select a single target that all your turrets can attempt to focus fire on. I keep losing levels because I can’t seem to do that….
Aight, any special towers you think of? Lasers aren’t trying to optimize their beam currently, but otherwise they should focus on “soul carriers” first.
…I’ll try to rephrase this, because I’m not sure if you’re able to tell what I’m trying to say.
You know, that orange hex shape the game makes when you click on a turret or an enemy? I was thinking that, when you click on a enemy, all turrets within range of said enemy attempts to shoot it.
Do I make sense now?* <:[
*(If I do, I would appreciate it if you were to implement my idea, as stated above…. π )
Hi, good idea, I will implement your request to the next update (0.62.1).
It’s addictive! Can’t wait for the progression.
Thanks Tronster, I appreciate it!
Great Game! There really needs to be a pause option,though…. =|
Thanks! There is a || (pause) button in the top (perhaps not visible enough?).
I found the text slightly hard to read, and I believe that some towers weren’t purchasable. Regardless, the game is pretty fun.
Thanks! Will try to improve readability, and yes, some towers are locked. Perhaps I should hide the icons all together to avoid confusion.
Ok, that sounds great! Good work!
Will you ever release the source for the game?
Oh, just found something. On the survival level select screen you can “drag” the options off of the screen. Just a heads up!
No plan to release the source at the moment. Ahh, yes, it’s kind of prepared for a large world with levels but I should crop it to the map size – added to my todo list. Thanks.
Something that has been REALLY annoying me for the past few weeks or so that I played this game: with the enemy soul carriers [as you put it] carrying my soul capsules to the end goal-thing* they’re trying to get to, they seem to transfer* the souls they’re carrying before they despawn.
The part that’s annoying me is that, while I am able to destroy them and get the energy bonus from doing so, I lose the souls JUST before I destroy the carrier.
May you please fix this bug/error/etc.? (I’m hoping what I said is clear enough for you to understand clearly….)
NOTE: Things marked with an asterisk (*) are terms that I couldn’t think of a better one for….
Ahh, I think I know what happens. When the enemy is killed (close to the exit) it drops the soul capsule which immediately is picked up by the next enemy who carries it out and despawns (with the soul capsule). It will probably help to give the soul capsules a few seconds when it can’t be picked up after drop.
That sounds correct–I’ve had this happen to me several times myself. HOWEVER, with the problem I commented on above, I’ve had it happen to me WHILE there weren’t any other enemies around. I was referring to THIS problem.
Very good try, though, and I do very much appreciate your efforts at fixing these problems…. =D
Ok, thanks, now in the latest release (0.63.1) you can select an enemy and towers will focus on that one. Also there is a timeout for newly dropped souls so they dont get picked up immediately. I wasn’t able to repro what you described but I inserted some code that hopefully will stop that for happening. Let me know if you still are experiencing the same problem. Thanks for you comments.
I have trouble reproducing the thing I described previously myself, if I try to do so intentionally. I find the problem occur most frequently with the boss enemies. If you create a strong, organized defense, and time the placement of turrets JUST RIGHT (something I have trouble with), you may be able to produce the same problem as I had.
What I see when that “bug”(?) occurs: The enemy soul carrier appears to be destroyed just in the nick of time, and I even receive the energy bonus I would get by doing, and yet my soul count drops.
Ok, perhaps I did fix the bug in the latest version then π
love it! are the maps on the right playable? i cant seem to unlock em
Thanks!! Not yet, I will be releasing new maps as development progress.
…And one more thing I forgot to add: If you create some kind of application [or something] that would allow you to watch other players playing this game. you may very well likely see the aforementioned problem reproduced yourself. (Just a thought! =D )
Yeah, I’ve been thinking of recording games for debug and “this is how I solved this level” purposes but it’s not a prio right now.
An error occurred, may you (Jon) please fix it? I achieved a new record for the Survival level Mass Invasion, but it didn’t get recorded on the leaderboard. I got to Wave 21, with a score of about 8378.
Thank you! (You can remove this post AFTER you fix the problem.) =D
I can’t figure out how to upgrade my units. I keep clicking the upgrade button and the shortcuts it says should work but it doesn’t. Any help would be appreciated. Thanks!
I think “Quick Xor” sounds better than “Xor Speed”
When will you update your game, Jon? It’s been a while since you last updated….
=(
Hey, I know, I got a bit tired of it and need to do something different for a while. I will continue on it, just not sure when yet. Sorry.
May you please, at the very least, release a prototype for the editor, even if it only technically works? It would make waiting for a new update a LOT easier for me. Even if the prototype had a million bugs in it, it would still be perfectly acceptable to me.
Makes me happy that you really like this game. I will take a look and see if the editor is usable during the weekend if I have time (can’t remember what state I left it in).
When will you update your game, Jon? It’s been a while since you last updated…. =(
(Second message was a mistake; first message didn’t appear until after I repeated my comment. Sorry….)
When do you intend to add the Brute Forcer? It’s been grayed out for a long time now….
I know π sorry about that, I kind of juggle between hobby projects, when I get bored for one for too long I switch to the next. But I have a tenancy too keep them rotating and eventually finishing them.
As for the tower defense, I really want to finish a first version, I don’t think it’s too far away – but I am considering using Stage3D to make it run faster on mobiles (using Starling perhaps). So I’m kind of trying to learn the nuts and bolts of stage3D atm in other projects (lunerun).
Anyways, the Brute Forcer is a tower whos bullets are quite big and heavy so if you shoot them into a bunch of enemies they will be thrown in all directions (harder than the meteroite). It’s a counter weapon to Cluster enemies.
Anyway, I hope to pick it up again soon.. its all about having to little time.
I’m curiousβwhat’s the “LOCKED” unit next to the Brute Forcer (on the play screen)?
I can’t remember π
It’s been over a year since you last updated this game…. =(
Hi SnowGolem, Sorry about this, I just don’t have time to work on everything I want. I would like to finish it and make an iPad version but there is so much to do. But it warms my hearth to here that you want updates, thanks.
Nice AI, I’m gonna refer to this for my AI project.. If its OK with you.
Thanks..
Sure!
Kinda similar to a game that i’ve played many years ago at clubpenguin.com