Re: Tentacle Defense
If this is done with flash, Actionscript can't be helped I'm afraid. I'm not sure if we came to a conclusion on what we were going to use for this?
@ Wallpaper: Excellent idea.
@ The coders: Despite your desire to create the game as fast as possible, it is important to have a complete set of requirements available before you can even start coding this. Positioning myself as the head master of this project (it was my idea in the first place), I am putting my foot down on this. Once we have a clear and final set of functional requirements, only then will I allow anyone to begin coding the actual game. This is to ensure that we will have something to fall back to in case life gets in the way, which it usually does. That said, those of you already working on the coding, I'm going to have to order you to halt, and to come back into the war room. Let's get this pre-dev stuff out of the way before loading our compilers with demonic juices. That said: let's start by defining the minimum requirements of the demo version (as requested by Wallpaper).
- I think that 5 levels would be a good number to work with - especially to get the player interested in the game. Additionally, if we are going to work with different location scenarios, we should set all five in one location.
- A progressional story would be cool, though I suspect that the plot would have to be kept to a minimum - something cute and short like a miniskirt.
- For the sake of the demo, lets start off with 5 tower types. At the very least, this will give the players some variation with the demo. If we lock some of the upgrades for some of the higher end tentacles, this should hopefully perk their interests further. (That said, in the full blown version, we can go nuts with more towers).
- If we have any music and sound composers here, having at least two tracks for the game would be very awesome. An additional track for the menu would be good too. If, however, we don't have anyone here that can complete this task, New Ground's Audio portal is an excellent source.
- This game will be Free. I know no one brought it up, or probably even thought of it, but for those of you out there that are lurking this forum as I once did, feel free to jiz in your pants on this. We will not charge on this.
- Working with the magic number 5, 5 girls should be included in the demo.
- I have yet to see a total agreement on the following few subjects:
[1] Currency: Sexual Energy | Body Count | Point System?
Here's what I see happening in all three (as seen mentioned throughout the topic)
Sexual Energy[SE]: You have captured a female. As she is violated, your reserves are filled with the energy generated by her orgasms. The more women you capture, the faster your energy reserves will build up.
**Screw Driver's preferred approach**
Body Count[BC]: Each woman you capture can be turned into a tower? (do I understand you Sheep?)
Point System[PS]: standard TD approach - each enemy you frag will reward you with a set amount of points. Points can be spent on towers and upgrades
[2] Map style: Open Space | Set Path
Open Space [OS]: the map is an open area within an enclosed space. Towers can be built anywhere, even used to create a maze to slow down or trap the incoming enemy. The enemy will usually approach from one side of the map and may disperse across the map trying to get to the other side as quickly as they can.
Typical set-up looks like this:
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enemies typically come in from the left and try to get to the right side. This is the typical TD approach, but does not work very well in the situation where a rescue mission is involved.
Set Path [SP]: There is a well defined road to your base that your opponents must travel across. This path can change per map, and will make their movements a bit more predictable. This is another common TD approach, however the enemy units normally do not attack the towers - they just try to rush the base. This is a great set-up for rescue missions.
[3] Where shall we start for the demo?
Kusanagi appears to have a rather robust list of locations, and they appear to work within the numbers I mentioned before. I would highly recommend starting with the Beach levels. Anything after that can be done in the full version.
[4] Number of animations:
I can't seem to count the number of times someone came out and said "This didn't fulfill my fetishful needs by lacking this position". Hell, I'd love slight variants of ways the towers assault the girls, but we do know our limits. For the sake of this demo, each tower should have at least one animation per girl type. In total, that comes around to 25 different animations (5 girls x 5 towers). If desired, we can chop down the number of frames in each animation so our artists don't murder themselves.
That brings us to the last issue:
[5] Tower Types: There have been many suggestions as to what we should have in this game. We need to pick five to satisfy the needs for the demo, and then we'll need to decide on their upgrade schema. Should there be a cap on the number of upgrades you can put on the towers?
My recommendations are as follows:
The Cum Shooter - there are a few variants mentioned in this topic. This is the basic "cheap" tower that shoots its cum at passerbies. Upgrades will make it fire faster.
The Groper: - Typical tentacle nest. They'll grab at anything that comes within their reach and molest them. Upgrades may improve their range and number of females they can hold on to (starting at one).
The Sadistic Lasher: - An angry set of tentacles that pleasure themselves on inflicting pain. This tower is a bit stronger, and may work best when clumped in groups. Not sure if it should actually kill, or just try to render the victim unconscious. Upgrades will boost their prowess.
The Leering Eye: - a tower with a large, telepathic eye. The eye will shoot a beam at one victim at a time, inflicting them with thoughts of sexual acts. With a constant exposure to this beam, the afflicted target will eventually lose consciousness as their need to burn off their lust will override their body. If the victim manages to escape the beam, the thoughts will linger for a very brief moment. This tower starts off very weak, but upgrading it will improve its draining effect.
Finally
Slime Trap - for the sake of having at least one "tower" that will slow down a large number of units, the slime trap is something that sits on the road. Any target that walks into it will be slowed down as they try to break out of this sticky mess. Upgrades will increase the amount of drag this tower causes, but they are costly, and possibly capped at level 3 (to prevent a total standstill)
How is this for a start?