Setting common variables
Every Tower in my game is set off a basic tower blueprint then modified accordingly depending on what the tower does. This can involves creating new scripts through blueprints or simply modifying default variables on the tower. in this document I will talk about the base variables are changed to each tower such as Tower health, tower damage resistance as well as informational variables about the tower and how this affects balancing.
Sunflower (Gather resources)
Tower health: 75
As the design for this tower is that the tower is producing the source for the player is naturally the this unit will be weak and the player must place its defensive unit around the tower.
In terms of keeping this tower balance it would wise to make this tower expensive as it can produce more resources for the player
Tower cost: Sunlight: 150
Tower cost: Food: 175
Tower cost: Water: 200
As this is the first tier of sunflower towers it will have the lowest collection rates at only one resorts per second
Resource Collation: Sunlight: 1
Resource Collation: Water: 1
Resource Collation: Food: 1
Tower Damage Resistance: 10%
The tower damage resistance from this tower was only set the 10% in this be set to the lowest in the game and any tower so that when this tower is attack is very weak to incoming damage.
Tree (Tank)
The design of the tree tower that is meant to be a unit that killing was all an enormous amount of damage before being destroyed the house no offensive capabilities this is why the health and damage resistance has been set so high.Tower health: 500
With the resource costs for this tower I decided to keep these low as though this tower has a lot of healthy doesn't offer anything in the way of offensive capability from the player meaning that this unit is only used as cannon fodder and should therefore be cheap and easy to the player to obtain.
Tower cost: Sunlight: 40
Tower cost: Food: 40
Tower cost: Water: 35
In keeping with the overall design of this tower being a tank units damages and sector 35 highest in the game another feature that has to be kept in mind is that this tower can receive buffs from other towers increasing its damage resistance of such striking a healthy balance between the two while keeping the units and a respectable level is a hard balance to strike.
Tower Damage Resistance: 35%
Disperser (Ranged tower)
as the despairs of the tower is meant to be seen as a mid range units is in keeping with this design than I've decided to keep the health in a mid to low section for this tower as know to make this tower vulnerable but yes it can stand up in a fight against the enemy units.
Tower health: 150The reason the cost of this tower's been Solo is because it will be the main defensive structure but the player will use meaning this tower is meant to be spammed and the play will end up with many of them died around as the game progresses this means that the cost of this tower is intrinsically connected to the capability of the tower is therefore if I were to increase the damage capability of this tower is key the line to lower the resource requirements in order to balance the tower
Tower cost: Sunlight: 50
Tower cost: Water: 45
This unit is not meant to be attacked or take heavy amount of damage therefore I set the resistance to a low number of 15% though with the ever playtesting I perceive that this number will most likely be increased as this is designed to be a front-line units.
Tower Damage Resistance: 15%
Venus trap (Melee tower)
The design of this tower is meant to be a full on front-line units back can attack and tank at the same time though is not designed to be as effective a tanking damage as the tree towers and is not meant to be as good at attacking unit as an Spurs a unit is meant to be something in between. To restore off bisecting the health to 300 units which is a mid-to high range on the health scale and is in keeping with a unit such as this.
Tower health: 300The resource cost of this tower this designed to be a medium level being more expensive than at this Disperser Tower this power is designed to be a bit more rare on cost reflects the list I should only really be spawned in certain places that is why the cost of the tower is that quite a high level.
Tower cost: Sunlight: 60
Tower cost: Food: 50
Tower cost: Water: 50
The tower damage resistance is ser 25% this unit as to keep in style with the tank/attack design of this tower. As before with the health of the damage resistance of this tower is not the stadium as that should read tower is a little bit less are only 25% this is so to keep he tower balance will also not devaluing the treat our as a viable unit where.
Tower Damage Resistance: 25%
Ent protector (Shield tower)
with the design of this tower it is designed to mainly be surrounded by other towers and not be subject to attack or protect others this is why the properties on this from regarding health damages and will most likely be tweaked further through playtesting
Tower health: 135
With of how many towers this tower can affect by it Shield the cost of this tower is going to be quite high was definitely on the cost of a sunflower tower as it is not considered to be that valuable. This variable would definitely have to be tweaked and In line with how effective the shield is from the tower.
Tower cost: Sunlight: 100
Tower cost: Food: 125
Tower cost: Water: 100
As of the nature of the style with it not being primarily on the front lines or used to a job damage its damage resistance is quite low at 15%.
Tower Damage Resistance: 15%
Ent fortifier (Buff tower)
Similar to the previous tower the health and damage resistance of this tower quite low and's at the scene rate mainly because these two Towers are very similar in what they do.
Tower health: 135though this tower doors improve the units around itself making a more effective, this is why I decided to increase the cost of this tower as it does offer more benefits to more towers than the shield tower does.
Tower cost: Sunlight: 150
Tower cost: Food: 150
Tower cost: Water: 175
Tower Damage Resistance: 15%
Dearth Orchid (poison tower)
The health of this tower is not really been changed mainly due to its low fire rate and how it affects units considering the longer this unit is alive the more damage seems to do as opposed to a basic shoot tower this one relies more on its ability to lay down poison clouds force it having more health and a high damage resistance is an experiment to see how well this tower does in playtesting and is most likely to change in the future.
Tower health: 150
With the range and the ability of this tower to effect many different AI units at once's is why its very expensive in terms of its resources.
Tower cost: Sunlight: 125
Tower cost: Food: 100
Tower cost: Water: 145
In keeping with the previous comment for about the longer this tower is in the game the more damage does overall this is why the damage resistance of this tower is abnormally high at 20%
Tower Damage Resistance: 20%
Sniper leaf (Sniper tower)
Similar to the poisons tower bought stronger in the damage outputs the health of this tower is set low so that if you had to get close enough to this tower they are able to destroy easily offering a risk reward fact that with this type units of mean and the players must defend the fridge to be effective.Tower health: 80
the reason the cost of this tower is quite expensive compared to other shooting towers is because of the range of this tower and how much damage it does is more of a preventive tower weakening units before they get close enough to damage the towers and allowing on the towers to finish them off allowing players to take advantage over the amount of time it takes units to get through the towers.
Tower cost: Sunlight: 100
Tower cost: Food: 80
Tower cost: Water: 90
In keeping with the design of this tower being a glass cannon should speak the tower damage resistance is very low at just 10%
Tower Damage Resistance: 10%
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