Re: Tentacle Defense
Alrighty, so back to the main topic here. While compiling my TF2 map yesterday, I spent some time discussing the workings of this game with Darent. Here's what we came up with:
First, I'll start by splashing everyone with a picture
Now, I'm going to explain this picture. Taking the concept from "Plants vs Zombies", the above grid represents the "battle field" so to speak. All of the white squares are locations where the player may potentially set a tower on; while the
red squares are reserved for a little special something (I'll explain shortly). >3
Attacking units will approach from the right side and make their way to the left side. Once they are set on an available path (there are up to five rows, so five paths), they will continue to follow it until they are overwhelmed, or until they make it to the
red square at the end of the path.
Now then, what are those
Red squares? Well, here's the set up:
One day, on the beach, a simple sand castle was built and abandoned by the shore of the water. It didn't really look like much, and to any other demon looking for a host, was by far too fragile to be of any use; however one rather lustful demon eager to start his career deemed it worthy of its possession.
*BASHING!* And thus, a tentacle beast was born!
The monster knew it was too weak to take on the world at once, and it really needed to feed, so it began its search for a potential victim to launch his devious plans into action. He soon found a willing victim - a youthful and shapely female was testing the waters in what appeared to be her first bikini - she seemed rather self-conscious about the amount of flesh that was bare. So self absorbed in trying to avoid feeling embarrassed, she never realized what was about to snare her until it was too late. Freed of that evil two piece swim wear, and about to be violated, she shrieked in terror - though her cries were seemingly muffled as she didn't want to draw the entire beach to see her nude form.
The game begins, and on the
red square is your prize - your first captured victim. As the round progresses, she will produce a small amount of "love juice" at regular intervals that will be used to create and set "towers" to defend yourself with. When an attacking unit succumbs to your towers, she will be drawn into your snare on the
red square where she will be screwed with the rest of the fallen. The more girls you capture, the more love juices will be available for collection.
If any attacking units makes it to the
red square, all of the girls will be freed from the snare, and will vanish from the field. If an attacking unit makes it across the field, and there is no snare, you can consider it a game over - especially at this stage of the game where all they have to do is walk on you to smush you into the ground.
At the end of the round, the captured victims will be released, and the monster will seek out his next meal. Constantly climaxing is a taxing experience, and I'm certain that our monster would not be interested in causing his meals to expire >3
So, for the first round, being a tutorial and all, there will be only one path available, and only one vic in the snare. The next round, three paths are available, and each
red square has a vic snagged on them. Finally, on the third round, we'll open up the entire field.
Art staffers: Please use the above grid as a reference for how big your images should. I would also recommend looking at the screenshot Werwulf provided from Plants vs Zombies.
Questions? Comments? Boot to the head?