Features
Game Engine
- Dynamic path updates: The path of a creep is determined in a routing like way. Each node of the maze knows what the shortest destination to any given exit is at all times. When a Tower is build/sold, we use a Dijkstra based clever update flood to update the routing table of the nodes instantly. This computation is independent from the number of creeps on the screen but from the size of the maze and the possible ways to go (actually, from the nodes affected by the change).
- Keyboard shotrtcuts and Mouse events.
- (De-)Registering and Drawing of arbitrary rabbyt sprites.
- Scheduling animations.
Towers
- Target lock.
- Targeting strategies. Nearest, farest, strongest, weakest, fastest, slowest, most advanced or whatever you add.
- Barell rotation the creep or shooting instantly.
- Splash damage depending on the distance of the impact.
- Slowing with customizable stacking and splash.
- Poisoning with customizable stacking and splash.
- Air/Ground only.
- Multiple Target. Or all in range.
- Experience. Based on every portion of damage ever dealt.
- Upgrading. Per type definable upgrade paths (linear, as of version 0.2).
- Boosting. Every property can be boosted.
Creeps
- Headed Creeps. Creeps can have a "face" and always look in the direction they are walking
- Armor. Creeps can be given an armor that reduces damage by a chooseable schema (e.g. absolute reduction or percental reduction)
- Air and ground.
- Immune creeps. Immune to slow and poison.
- Spawn Creeps. Like the spawn creeps in Desktop Tower defense. The spawn creeps spawn heirs when they are killed. Upon spawning, they jump in a random direction. During this jump they can traverse diagonal towers which they could not do otherwise. The probability of this traversal is adjustable as well as how many creeps spawn and how often they spawn.
- Dark Creeps. Also inspired by DTD are the dark creeps, which have a threshold the damage of the bullet must exceed to inflict any damage. The threshold is adjustable.
05.11.2008. 20:03
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