Post by Adam Schmelzle on Apr 17, 2008 11:30:16 GMT -5
Hello all(...all one of me)!
I'm going to be uploading a new 'Origami Flower' style game called 'Origami Sunflower' to Hovr soon. They pay a better % of ad revenue if you make a game exclusive and integrate their highscore system. So that's what I've done. If an origami game can't make good money using Hovr's advertising system, than nothing can. Also, I hope they give me a login soon so that I can actually SEE how much money my games make in their system.
My current new project is called 'Attack Tower Defense', and as you can imagine, it will be a 'Tower Defense' style game. Just so nobody whines, I'm NOT trying to copy 'Desktop Tower Defense'. DTTD itself is a blatant copy of the Warcraft 3 'Tower Defense' mods. I've wanted to make a TD game since back in the early days of 'Warcraft 3' when it was NEW and there was only 1 version.
'Attack Tower Defense' (aka ATD), will incorporate both common styles of TD games: fixed-path, and tower-maze levels. Fixed path levels are where the 'creeps' follow a set route on the board(old school), and the other is where you create a maze using the towers(like DTTD). It just turns out that they both work exactly the same in my path-finding engine, all I need to do is set the path as a 'no-build' zone.
ATTD also has multi-path capabilities, and each creep path can have multiple segments. So like some of the Warcraft3 mods, the creeps may have to hit several points on the board before exiting. With multi-path, I can have up to 4 different lines of creeps spawning and moving across the game. Actually the number of paths isn't hard-fixed, but I assume I'll never have more than 4.
Anyhoo, back to work...
I'm going to be uploading a new 'Origami Flower' style game called 'Origami Sunflower' to Hovr soon. They pay a better % of ad revenue if you make a game exclusive and integrate their highscore system. So that's what I've done. If an origami game can't make good money using Hovr's advertising system, than nothing can. Also, I hope they give me a login soon so that I can actually SEE how much money my games make in their system.
My current new project is called 'Attack Tower Defense', and as you can imagine, it will be a 'Tower Defense' style game. Just so nobody whines, I'm NOT trying to copy 'Desktop Tower Defense'. DTTD itself is a blatant copy of the Warcraft 3 'Tower Defense' mods. I've wanted to make a TD game since back in the early days of 'Warcraft 3' when it was NEW and there was only 1 version.
'Attack Tower Defense' (aka ATD), will incorporate both common styles of TD games: fixed-path, and tower-maze levels. Fixed path levels are where the 'creeps' follow a set route on the board(old school), and the other is where you create a maze using the towers(like DTTD). It just turns out that they both work exactly the same in my path-finding engine, all I need to do is set the path as a 'no-build' zone.
ATTD also has multi-path capabilities, and each creep path can have multiple segments. So like some of the Warcraft3 mods, the creeps may have to hit several points on the board before exiting. With multi-path, I can have up to 4 different lines of creeps spawning and moving across the game. Actually the number of paths isn't hard-fixed, but I assume I'll never have more than 4.
Anyhoo, back to work...