Sunday, 17 April 2016

Year 3: Research: Shooting towers in-games


Shooting towers in-games


In this document go do some research into tower structures that shoots in certain games to see how they are designed and pick up some ideas that i can use in my game.

Dota 2:

Dota 2 is MOBA (Multiplayer online battle arena) this game does feature towers that players have to destroy the in order to progress in the game. These Towers are very basic and simply work off a when a user is within range of fire projectile which then follows the units and does damage upon impact.

The way this tower seems to work is that upon a unit entering the towers range it is then targeted and the projectile is locked to the targets and will then proceed to move towards our targets no matter which direction the unit travels. A system like this implement of my game would not be hard to implement and could prove effective for a basic tower type.


Supreme commander:

Supreme commander is an old styled RTS (real Time strategy) game involving an expansive map with hundreds if not thousands of units. this game features a turret system similar to that of the one found in Dota 2 with one significant difference in that turrets in this game can be placed by the player. This is a key elements that I will be implementing into my game.


Halo wars:

Halo Wars is a RTS (real Time strategy) based on the popular Halo series.  The turrets in this game take on a different form from the of two being that they are based defence turrets they can not be constructive in the world similar to bank supreme commander but they can be instructed at certain intervals near a players base.

summary:

looking closely into these games I seem to collected ideas from most of them and merge them together to create something that's acts like the turret from dota 2 but has the placement anywhere in the world like a tour from supreme Commander bought in a set area similar to a Halo Wars. 

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