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Tentacle Defense


Re: Tentacle Defense

Ah, that sounds good, I was just trying to make something in paint.net, which is like a half breed between paint and a breed made of photoshop and paint... When I figure out how to post pics I'll post it, meantime, if anyone wanna see what bad drawing skills+ bad programs do, you can find it in my gallery in about 15 min.
 
Re: Tentacle Defense

well... it doesnt mater if its vector based or bitmap or pixel art, just give me some pics to start designing menus, options and even levels... also, all ideas are welcomed, I love TD games...
 
Re: Tentacle Defense

Concept for a logo, working on a character sheet.
picture.php
 
Re: Tentacle Defense

idk but I think that needs more color...
 
Re: Tentacle Defense

Yeah, it needs colour and shading and overall better drawing, but because my scanner is broken and my pc only has paint.net I have to just post Concepts and hope somone with the necessary tools and skills can take it from there.
 
Re: Tentacle Defense

Please everybody add everything they want to this. (It's the middle of the night here, so it's probably not as organized as it appears to me.)

The game should be built up around sexual energy, (acting as mana). Whenever you re-capture a girl you gain some, and whenever one gets away you lose some, if you run out you wither and die, or have to absorb your tentacle towers or something... You use sexual energy to make tentacles and such.
Towers:

Ranged towers:

Basic tower: Launches a small bundle of tentacles that latch on to the target. They are easily removed.
Slow tower 1: Launches a bundle of stronger tentacles that latch on to the target slowing it down.

Slow tower 2: Squirts “sticky liquid”

Pits/close AoE: Pits do not have range, but yield more SE (Sexual Energy)
Close-towers:

Grab tower: low range, grabs a girl with a single tentacle and holds her in place for a given time, upgrading affects the number of tentacles, (how many girls the tower can hold,) and amount of time it can hold her for.

Basic classes of girls:
Regular: The standard girl, nothing special.
Warrior: Slow but can take a lot, also cuts away tentacles from the nearby girls.

Specials (player abilities):
 
Re: Tentacle Defense

Well, I have a couple of ideas for the girls:

Round 1: Nude Beach
- So, you've decided to come out of hiding, eh? Looks like the beach is the first stop; and would you look at that, those girls are already naked for you, how nice :D
-- Pretty much just fodder. If you can't capture any of these girls, maybe you shouldn't be playing this game, ne?

Round 2: Sun Tanners
- They may not be totally naked anymore, but they're still topless; take advantage of their sun-baked stupidity.
-- Still not much of a challenge, though they're starting to get clothes; flimsy clothing that rips the second you touch them, but clothing none-the-less.

Round 3: She wore an...
- Looks like you've made it to the more sensible area; the girls are wearing tops AND bottoms. Still, no threat to you.
-- Now they're wearing full bikinis. Not to mention they're a bit more aware. Once you manage to grab one, all the others in a certain radius will get a 10% buff to their speed for about .2 seconds; non-stacking, so it's not a continuous 'BS' effect; not to mention they're not walking that fast to begin with.

Round 4: Beach Party
- Wow, look at all those drunks! Time to take advantage of their damaged brain cells.
-- This is a mix of the previous beach girls, though they all move slower; however, they also have a 10% chance to evade you.

Round 5: Lifegaurds
- Remember that scene from Baywatch?
-- BOSS level. Okay, so the lifegaurds are wearing a one-piece over their bikinis; just a little tougher, you can handle them. Only 4 enemies, but they're each worth 25% of a spawn's worth of mana. If one makes it through, you lose just as much as you would if 25% of a spawn made it through, though you can get it back immediately - the girls (as well as the lifegaurds) have to run back through the maze in order to complete the wave.


Round 6: Schoolgirl
- You know the type; almost-too-small shirt, really short skirt, flimsy (if any) bra and panties. Hair, shoe, and bust line may differ, but all-in-all, the typical tentacle fodder.
-- These girls aren't too tough, but they're not at the beach, either; expect a little struggle

Round 7: Schoolgirl w/ glasses
- Basically a schoolgirl, only with glasses and a book-holder. While not worth much, that book-holder keeps them out of your grasp for an extra second.
-- They may not look like much, but those book-holders give the girls enough of a boost to be just the tiniest bit troublesome.

Round 8: Athletic Schoolgirls
- Track runners, Swimmers, Volleyball players; these girls are no slouches. Sure, they don't have quite as much clothing (no bra/panties), but that just makes them faster.
-- These girls can move o_O, though not so fast you can't catch them. They run about 10-15% faster than the other schoolgirls.

Round 9: Happy Birthday
- Someone threw a party and invited everyone! Catch these girls on their way home.
-- All types of schoolgirls will be here; typical, glasses, AND athletic.

Round 10: Teacher
- O HAI THAIR. Yup, we pissed off the teacher. But just look at that huge bust, those sexy glasses, that giant ruler... wait, ruler o_O
-- BOSS level. These women are wearing vests and stockings as well as proper school employee clothing; things are starting to get slightly harder. Only 4 enemies, but they're each worth 25% of a spawn's worth of mana. If one makes it through, you lose just as much as you would if 25% of a spawn made it through, though you can get it back immediately - the girls (as well as the teachers) have to run back through the maze in order to complete the wave.

Round 11: Oops
- Now you've done it. They've sent in the police force. Though, it would seem as though their guns have been... misplaced. *walks away, whistling innocently*
-- First cop wave is basic policewomen. They've got on the uniform, most have tank tops and some form of . . . boxers in addition to panties? And yes, they all have bras, and shoes, and socks. Nothing special about this wave other than they've all got decent armor, but you should be able to handle it.

Round 12: Swatting bugs
- Hmm, seems they're getting serious; they've sent in a S.W.A.T. team. Still no guns, though. (And I didn't even do anything this time)
-- Next cop wave is definitely tougher. In addition to the clothing of the previous wave, these women have on Kevlar vests and riot shields. This will definitely be tough, but if you've managed to stop every wave thus far, you should be able to manage this wave.

Round 13: An army of many
- Well well, lookie here, they're sending in professionals! Looks like they really mean to hurt you now! *hides in a corner*
-- Okay, so not as much armor as the previous wave, but it comes close. Add onto that the fact that these women are actually armed, and you've got a hard wave here. They can't actually kill your towers, but you'll have a tough time using any tower that is meant to hold them still, as their friends can shoot them free . . . though they do hurt that person's armor a bit in the process.

Round 14: Reserves
- Now they seem to be sending everything they have at you. I think they're getting desperate.
-- Mixed wave. Expect a mix of women from wave 11-13. If you've managed to get this far, it shouldn't be too difficult, I'd hope.

Round 15: Scrubs
- Hmph, seems they're sending in the medics to try to retrieve their fallen comrades. Seems the medics are smart (or scared) enough to drive their Ambulances through.
-- BOSS! Well nuts. Those vehicles are hard to get into! The Ambulances themselves move slow, but are heavily armored. The girls inside, however, are as easy as level 6 girls. Only four Ambulances. Each ambulance has 5 girls inside, each worth 5% of an entire spawn. The Ambulance itself is worth nothing. Each paramedic that makes it through will take 5% of your mana (up to 25% per full Ambulance load), though, as with all BOSS levels, all the girls (as well as any remaining Ambulances)have to run back through the maze.

Round 16: Who you gonna call?

*Under Construction*
 
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Re: Tentacle Defense

Though we do already have several other tower types and subjected victims listed in the previous two pages, the concept of Schoolgirls is difficult to pass up on.

Perhaps this could take place in the cliche all girl school?

===

Additional girls:

The Itty Bitty Titty Committee: most of these girls are flat chested, and come in large numbers. They yield little energy and act as a "distraction" for most of your towers.

Paranormal Investigators: These girls are experienced with these sorts of monsters, as they spend most of their time fighting the paranormal. As such, they can put up quite a fight before being captured. Once subdued, their untapped potential is rich with sexual nutrients. (punz, lol)
 
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Re: Tentacle Defense

the paranormal ones sounds like a boss level, LOL
 
Re: Tentacle Defense

So what we artists need, I'd imagine, are these:

1) location information to make a general level map (different 'worlds' for different stages?)
--Preferences for art for selection screens, menus, 'back to map' stuff... basically, the background stuff. Is it high tech, dripping in tentacles, fantasy 'aged paper map' style, etc?

2) Kinds of towers, and levels of towers, (if these affect the kind of animation.)

3) Kinds of girls, and whether they should have unique raep-animations, or if they can mirror earlier ones but with slight costume changes.

I'm sure there are more, but that's about all that I can think of off the top of my head. The more unique animations there are, the longer it's going to take to make. :D

The more cohesive this game is, the more professional it's going to look, which means the more likely that people are going to come back to ULMF to join our growing hordes. >:3 If we're going to do this, we should do it right, or else do it knowing that we're going to come back to make sequels.

Maybe we can release this game IN sequels, or chapters, so that the work load is palatable and we can address flaws in previous chapters in order to make the playing experience better. (Mmm, cumpliments. XD)

If we can come to a consensus about what we want in a 'Chapter 1' or 'Level 1' setting, and focus on that, I think we'll get things tied up faster and more efficiently. :D
 
Re: Tentacle Defense

I think that we need to make like a "demo", to test things out, like gameplay and things like that... maybe tomorrow I'll start to make the core mechanics of the game, trying to use all the things on this post, lol...

lets see what comes out...
 
Re: Tentacle Defense

X3 Maybe do a couple of animations, throw it together and 'pretend' that some place-holders are animations for upgrades... yeah, that's probably the best idea!
 
Re: Tentacle Defense

I agree with completing a demo. Personally, I'm all for the school girl setup, though it could go further by taking other typical tentacle settings, like in a spaceship.

There's just so many different possibilities, it's hard to settle on one! Should we make a poll?
 
Re: Tentacle Defense

Edited my previous post; had a better 'beginning' levels idea.

I thought of the new first 5 levels after randomly finding an episode of 'Baywatch' :p
 
Re: Tentacle Defense

well done get a bunch of sex craved hideous minded sexual deviants together who are all glued to their computers and you get perverted gold :D:D:D:D:D:D:D:D:D:D:D:D:D 2 words people just 2 awesome sauce.....:cool:
 
Re: Tentacle Defense

^_^ Hey, coders, would it be possible to give a quick sketch of the style that you're looking for? Like... should I be drawing images seen straight on, or looking slightly down on, or what? (Straight-on would make more sense! X3 How big should each character/tower be, though? I don't have a lot of experience with drawing small!)
 
Re: Tentacle Defense

Just draw big and shrink it;) make sure to use thick lines.

Question: What style are we lookng for here? Old, present, future? Worn or pristine? Can we get a general workbase?
 
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