Rabbits vs Marblez- WIP Tower Defense Game Demo for feedback

jbskaggsjbskaggs Posts: 184Member

Hi again. I have finally got a demo available for feedback. It is six wave levels on first map. Very short demo to make sure basics are working properly.

If this works pretty smoothly I can then start adding more towers, enemies and features.

So any feed back would be great!

you find it here on my itch page. https://jbskaggs.itch.io/rabbits-vs-marblez

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Comments

  • cyberealitycybereality Posts: 2,685Moderator

    Seem cool. I never played a tower defense before, so it was a little confusing to start the game, but I figured it out. It was entertaining at least. The music only seemed to come out of the left headphone, and when I quit the game in fullscreen mode it did not exit. But otherwise seemed to work.

  • jbskaggsjbskaggs Posts: 184Member
    edited November 12

    @cybereality said:
    Seem cool. I never played a tower defense before, so it was a little confusing to start the game, but I figured it out. It was entertaining at least. The music only seemed to come out of the left headphone, and when I quit the game in fullscreen mode it did not exit. But otherwise seemed to work.

    Thank you for playing it. I think I have now addressed those issues, thanks for pointing them out.

  • jbskaggsjbskaggs Posts: 184Member

    I have been writing a 3d version of this game. I am doing this to compare the programming difficulty between the two. I have not seen much actual difference between programming 2d and 3d. The difficulty for me is node typos and forgetting things.

    SO basically this is importing 3d assets, using 3dsprite, path, pathfollow, spawning to path, firing bullet, looking at enemy, enemy collision with bullets and other objects. I think maybe the 3d seemed easier because I had down all this in 2d.

    Misremembering things cost me the most time. Anyway here is a screen shot of the 3d proto type, no gui or menus yet.

  • bunnydefluffbunnydefluff Posts: 47Member

    The rabbits look really cute in the 2d screenshots.

  • jbskaggsjbskaggs Posts: 184Member

    @bunnydefluff said:
    The rabbits look really cute in the 2d screenshots.

    Thank you!

  • xyzxyz Posts: 452Member
    edited November 18

    Tried out the demo. Plays nicely. Haven't been able to unlock any unit besides the basic rabbit.
    I think it will work great in 3d.

  • jbskaggsjbskaggs Posts: 184Member

    @xyz said:
    Tried out the demo. Plays nicely. Haven't been able to unlock any unit besides the basic rabbit.
    I think it will work great in 3d.

    yeah I have only the basic rabbit and bank going. The reason I started debating 3d was art production. I was getting overwhelmed with the amount of art I needed to proceed. and basic primitive 3d is faster for me than 2d. So the decision to make a 3d prototype.

    Thank you for playing

  • OpinionatedGamerOpinionatedGamer Posts: 149Member

    @jbskaggs said:
    I have been writing a 3d version of this game. I am doing this to compare the programming difficulty between the two. I have not seen much actual difference between programming 2d and 3d. The difficulty for me is node typos and forgetting things.

    SO basically this is importing 3d assets, using 3dsprite, path, pathfollow, spawning to path, firing bullet, looking at enemy, enemy collision with bullets and other objects. I think maybe the 3d seemed easier because I had down all this in 2d.

    Misremembering things cost me the most time. Anyway here is a screen shot of the 3d proto type, no gui or menus yet.

    Hey man. The reason it's pretty easy is cause you are still using a 2d like perspective. It gets trickier when you are dealing with 3d movement and perspective, like, say a first person shooter.

    But yeah, if you know 2d programming, the jump to 3D isn't nearly as hard as some people say. Good luck, and keep making games!

    p.s. please wrap this whole comment in a IMHO. =)

  • jbskaggsjbskaggs Posts: 184Member

    @OpinionatedGamer said:

    Hey man. The reason it's pretty easy is cause you are still using a 2d like perspective. It gets trickier when you are dealing with 3d movement and perspective, like, say a first person shooter.

    But yeah, if you know 2d programming, the jump to 3D isn't nearly as hard as some people say. Good luck, and keep making games!

    p.s. please wrap this whole comment in a IMHO. =)

    Thanks and yes you are correct. :)

  • cyberealitycybereality Posts: 2,685Moderator

    Yeah, it's looking good. 3D is not actually that hard once you get over the math. But engines like Godot make this much better, and most of the more difficult math problems are handled for you. It's really complex when you code yourself, I wrote an engine in DirectX11 and I was stubborn and didn't use any libraries (I wrote all the math code, the model importers, etc.). This was madness and dumb, but I learned a lot. So I'm so happy to use Godot now, it makes things so much easier for everyone.

    Also, I think the game would look a lot better with a background. They have some good free assets on this site:
    https://polyhaven.com/

  • Erich_LErich_L Posts: 342Member

    @bunnydefluff said:
    The rabbits look really cute in the 2d screenshots.

    just wanted you to know that you, with your profile pic, making this comment, did not go unappreciated.

  • TwistedTwiglegTwistedTwigleg Posts: 5,028Admin

    I moved the discussion about game engines and the like to it's own thread, which can be found here: https://godotforums.org/discussion/28073/general-discussion-on-game-engine-creation-in-relation-to-game-development

  • Erich_LErich_L Posts: 342Member

    I couldn't get past level six on hard. I love that you included banks in this. A lot of my favorite tower defenses had little farms or something or other in which you could invest in. I played a ton too especially through warcraft 3. I have never played a TD before where the bad guys can destroy your towers or defenses. It'll be interesting to see how that affects game play down the road. TDs are usually all about building up and building up smart from the beginning.

    Not to be a hater, but I hated the music. I'm grateful you put in a mute music button. The sounds effects though fit well. My heart bled not being able to ever afford a bank on hard mode. :'(

  • jbskaggsjbskaggs Posts: 184Member

    Thanks! BTW I dont really like the music either- it has been on my list to replace. I wanted to have that old sci fi weird alien music. One thing about this you cant see is the rabbit's colony- its a scene where you city build to improve the rabbits tech and unlock new characters. My game design doc is like the length of a novella.

  • OpinionatedGamerOpinionatedGamer Posts: 149Member
    edited November 20

    @Erich_L said:
    I love that you included banks in this. A lot of my favorite tower defenses had little farms or something or other in which you could invest in.

    Ever played Star Wars Empire at War? I used to just build a ton of mining facilities cause they gave you credits. =) Fun game.

  • jbskaggsjbskaggs Posts: 184Member
    edited November 20

    Game update: Visually not much looks it happened. But I got of lot of the 3D scripting done. The map now has 3d collisionpolygon, a shooter button when pressed created a cursor image that follows mouse, it checks for collisions and if true sets cursor so obj cannot be instanced and it updates a sprite that shows the obj cannot be placed, added another button that closes map. Bullets now collide and kill enemies.

    Also when "instancing a node" vs a scene you actually use node.duplicate() not instance as its not a scene.

    Another issue: on the cursor I had to makea second collision for button press, as in perspective the further from screen the more your mouse_cursor gets from your 3d_game cursor- so made the second collision box a
    little oversized and that worked.

    I can now actually start making playable levels in 3d. YAY!!!!

  • Erich_LErich_L Posts: 342Member

    @jbskaggs That's great, can't wait!

    @OpinionatedGamer said:
    Ever played Star Wars Empire at War? I used to just build a ton of mining facilities cause they gave you credits. =) Fun game.

    Oh of course, for like fifty bucks! I didn't play it enough to learn all the quirks. I didn't know mining facilities just spawned credits forever. I love things like that in games tho, makes you feel clever for figuring it out. In one of the farming sims you could just build windmills that generated passive income; made farming seem pointless for $. Empire at War broke my heart by having space battles projected on a 2d plane. I needed a star wars version of homeworld. Flat does not work for space. Flat works great for tower defenses. Imagine a tower defense where enemies went up and down- terrible.

  • OpinionatedGamerOpinionatedGamer Posts: 149Member

    @Erich_L said:

    Oh of course, for like fifty bucks! I didn't play it enough to learn all the quirks. I didn't know mining facilities just spawned credits forever. I love things like that in games tho, makes you feel clever for figuring it out. In one of the farming sims you could just build windmills that generated passive income; made farming seem pointless for $. Empire at War broke my heart by having space battles projected on a 2d plane. I needed a star wars version of homeworld. Flat does not work for space. Flat works great for tower defenses. Imagine a tower defense where enemies went up and down- terrible.

    Just looked up homeworld. You are 100% right, Empire At War would have been so much cooler if they had done space like that!

    I love things like that in games tho, makes you feel clever for figuring it out.

    Absolutely! In EOW, I always tried to get as many AT-ATs as possible because they are nearly invincible and come with troopers. What's great is if it's done right, the player finds something that really works well, and feels like he's really accomplished something, even if it's a designed mechanic.

    EOWs main flaw was that it was too hard to select the troops/vehicles you wanted. This made ordering different companies to different location slow. They should have let you create groups before the battle so you could quickly select these groups, and maybe add reinforcements to groups as you deploy them. I might have to make a game with something like that, could be fun.

  • OpinionatedGamerOpinionatedGamer Posts: 149Member

    @jbskaggs said:
    Game update: Visually not much looks it happened. But I got of lot of the 3D scripting done. The map now has 3d collisionpolygon, a shooter button when pressed created a cursor image that follows mouse, it checks for collisions and if true sets cursor so obj cannot be instanced and it updates a sprite that shows the obj cannot be placed, added another button that closes map. Bullets now collide and kill enemies.

    Also when "instancing a node" vs a scene you actually use node.duplicate() not instance as its not a scene.

    Another issue: on the cursor I had to makea second collision for button press, as in perspective the further from screen the more your mouse_cursor gets from your 3d_game cursor- so made the second collision box a
    little oversized and that worked.

    I can now actually start making playable levels in 3d. YAY!!!!

    Sounds like you're getting a lot done! Great Job!

  • jbskaggsjbskaggs Posts: 184Member

    Sounds like you're getting a lot done! Great Job!

    Thanks! Hopefully I didnt lose all today's progress with a editor crash.

  • OpinionatedGamerOpinionatedGamer Posts: 149Member
    edited November 21

    @jbskaggs said:

    Sounds like you're getting a lot done! Great Job!

    Thanks! Hopefully I didnt lose all today's progress with a editor crash.

    Nooooooooooooo!

    "Fezzik, that is the sound of ultimate suffering."

  • jbskaggsjbskaggs Posts: 184Member

    @OpinionatedGamer said:

    @jbskaggs said:

    Sounds like you're getting a lot done! Great Job!

    Thanks! Hopefully I didnt lose all today's progress with a editor crash.

    Nooooooooooooo!

    "Fezzik, that is the sound of ultimate suffering."

    Thankfully the users on here helped me figure it out and now I am back on board again. :)

  • jbskaggsjbskaggs Posts: 184Member

    Update pic: Was able to overcome yesterday's fiasco and set up the gui
    on 3D version today.

  • cyberealitycybereality Posts: 2,685Moderator

    Nice!

  • Erich_LErich_L Posts: 342Member

    Do you have their shots fired along a 2d plane straight toward the enemy's last known position or could they potentially shoot down too? Like from a tower or something.

  • jbskaggsjbskaggs Posts: 184Member

    right now firing on 2d plane. it functions the same as the 2d ver though written in 3d.

  • jbskaggsjbskaggs Posts: 184Member
  • xyzxyz Posts: 452Member

    Error 404 on that link

  • jbskaggsjbskaggs Posts: 184Member

    Hmmm now the html5 buttons on export do not respond. Meh.

    What I have accomplished so far -even if my html5 export doesnt run properly.

    I now have six concurrent waves running, gold updates, lives updates, pretty much everything from the game map but the venom shooting jelly marble.

    One thing different from 2d- as all marbles are created in Godot as meshspheres and material added via script. I dont know if that is a causing my game's low performance.

    Issues: performance is nowhere near as smooth or fast as the 2d version. Lots tweaks needed for collisions. The rabbit's rotation is slow and jerky.

    So I wonder now how I can improve the performance of the game. I am pleased and frustrated at same time at these problems.

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