Tower Defense suggestions?

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raidho36
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Posts: 1918
Joined: Mon Jun 17, 2013 12:00 pm

Tower Defense suggestions?

Post by raidho36 » Sun Apr 07, 2019 11:37 am

I'm developing a tower defense game, and I'm looking to build a tower library as big as possible. If you think you have a neat idea - do share! Don't go nuts with tower reskins though, the list already has plenty of those. Also if anyone knows who suggested the tower that lowers enemy level, let me know.

Here is the list of towers I currently intend to use, feel free to plagiarize any of it.

Code: Select all

@gun tower
	basic tower
	upgrades: bullet damage and velocity; targeting range; reloading speed;
	1 upgrade line





auto tower
	rapid fire
	limited magazine capacity
	upgrades: bullet damage and velocity; targeting range; reloading speed; magazine size; magazine switch time; twin autocannon upgrade?






@rotor tower
	super rapid fire
	turret slew rate and inertia limitations; uses PID controller to track targets? LERPs from last to new target over some time?
	takes time to spinup
	upgrades: bullet damage and velocity; targeting range; reloading speed; targeting strength;





shot tower
	multi projectile, randomized pellet direction, short range
	upgrades: pellet count, spread, velocity and damage; targeting range;







sniper tower
	target range = maximum bullet range, aims for a kill
	upgrades: bullet damage and velocity; targeting range; reloading speed;







cannon tower
	high range,	aims for strongest enemy
	upgrades: projectile damage and velocity; targeting range; reloading speed; HE upgrade? AP upgrade?







@flak tower
	projectile explodes into pellets by proximity fuse
	upgrades: targeting range; reloading speed; projectile velocity; pellet count, velocity and damage;







mortar tower +
	projectile explodes by timer; doesn't check for collisions
	upgrades: projectile velocity; explosion damage; targeting range; reloading speed;
	explosion can damage hidden enemies






@rail tower
	hitscan; projectile passes through enemies, damage drops; aims for maximum total damage
	upgrades: projectile damage; armor piercing factor; reloading speed;







@shock tower =
	gathers static electricity from enemies passing in large range, releases energy exactly enough to kill an enemy in small range
	direct attack (no simulation)
	upgrades: harvesting range; harvesting multiplier
	can charge off hidden enemies





arc tower
	if it has no target, arcs to another arc tower currently attacking
	attacks enemy continuously, directly (no simulation)
	upgrades: targeting range; arcing damage






@waste tower *
	attacks enemy continuously, directly (no simulation)
	upgrades: attack range; attack damage
	can damage hidden enemies






@laser tower
	hitscan beam, stops at the first enemy
	upgrades: targeting range; beam damage; beam-splittig at target?
	less damage if enemy time-slowed






proton tower
	hitscan beam, stops at the first enemy
	damaged enemy creates irradiation damage radius, damaging other enemies
	upgrades: targeting range; damage output;






gamma tower *
	beam goes through enemies, damages everything in its path
	upgrades: damage output; targeting range;
	can target hidden enemies






@quake tower *
	creates concentring damaging rings
	upgrades: shockwave damage; reloading time;
	can damage hidden enemies






@flame tower
	flamethrower (napalm-type)
	puts napalm on enemies that continuously damages them until it runs out
	on death flaming enemies explode into napalm stream and ignite other enemies
	upgrades: fire damage; targeting range;





acid tower
	launches acid stream similar to napalm stream
	acid does damage instantly
	upgrades: targeting range; damage output;
	bulkier enemies take more damage?





sonic tower +
	launches sonic stream similar to napalm stream
	continuous damage when enemy touches sonic stream
	upgrades: targeting range; damage output;
	can damage hidden enemies





@vortex tower +
	projectile passes through enemies, damaging when intersecting shock circle
	upgrades: projectile damage and velocity; targeting range; reloading speed;
	can damage hidden enemies






wreck tower +
	launches a very large slow projectile, dealing large damage on impact and continuous damage on overlap
	projectile shrinks during flight?
	upgrades: projectile range, damage and velocity; targeting range; reloading speed
	can damage hidden enemies





@rocket tower
	launches a single rocket
	rocket direction is randomized;
	upgrades: rocket damage and velocity; targeting range; reloading speed;






blast tower +
	launches barrage of rockets
	doesn't check collisions; targeting point is randomized
	limited magazine capacity, needs to reload magazines
	upgrades: explosion damage; projectile velocity; reloading speed; magazine capacity; magazine switch speed;
	explosion can damage hidden enemies




@homing tower
	launches a homing missile
	upgrades: missile damage, acceleration and maneuverability; reloading speed; targeting range;







@fence tower *
	towers link up across tracks and put laser fence between them
	damages enemies directly (no simulation)
	upgrades: damage
	can damage hidden enemies





barbed tower (kaylemaster)
	towers link up across tracks and put barbed wire between them
	damages enemies directly (no simulation)
	damage is proportional to distance
	upgrades: damage multiplier





gear tower
	towers link up across tracks in interlocking gears
	damages enemies directly (no simulation)
	slows down enemies
	upgrades: damage output; speed reduction;





matrix tower *
	creates matrix of beam rails, drags a laser beam across them
	upgrades: beam damage; beam count
	can damage hidden enemies






@bolt tower *
	shoots energy bolt, jumps across to nearby enemies; attacks enemies directly (no simulation)
	upgrades: bolt damage; targeting range; reloading speed; jumping damage retention;
	can target hidden enemies






spikes tower *
	puts spiked strips on tracks, removed once tripped
	damages enemy directly (no simulation)
	upgrades: laying range; reloading speed; trap damage
	can damage hidden enemies





@swarm tower
	releases homing swarm that damages enemies within certain range
	upgrades: targeting range; reloading speed; swarm velocity, damage and lifetime;







plasma tower *
	shoots plasma bolts that bounces off enemies
	upgrades: bolt damage and velocity; bounce damage retention; targeting range; reloading speed;
	can target hidden enemies






nuke tower *
	damages all enemies; exact mechanic needs figuring out
	deals fraction of boss HP as damage to all enemies when boss spawns?
	deals amount of damage that's fraction of average HP of all enemies?
	deals damage equal to health of second strongest enemy?
	can damage hidden enemies




void tower +
	launches black hole; exact mechanics need figuring out
	instantly kills any enemy it touches
	black hole kills don't count towards kill target?
	black hole kills don't produce income?
	only attacks priority targets?
	can damage hidden enemies



zap tower *
	sends a pulse to nearby rails that runs along rails and bounces off ends
	upgrades: pulse velocity and damage; reloading speed;
	can damage hidden enemies






fling tower
	loads projectiles into magazine periodically, can launch them quickly; generic projectile
	upgrades: spawn rate; projectile velocity and damage; targeting range; reloading speed;







ufo tower *
	launches AI UFO that seeks enemies and attacks them directly (no simulation) periodically
	upgrades: spawn rate; vehicle reloading speed, damage, flight velocity, damage limit;
	can target hidden enemies






charge tower (?)
	damage output increases when tower attacks, drops to initial value gradually; attacks enemies directly (no simulation)
	upgrades: damage output; reloading speed; targeting range; windup amplifier; cooldown amplifier;







idle tower (?)
	damage output increases continuously, drops when tower attacks; attacks enemies directly (no simulation)
	upgrades: damage output; reloading speed; targeting range; windup amplifier; cooldown amplifier;







@beam tower
	directly deals damage to a single enemy (no simulation) from any distance
	upgrades: damage output







@nova tower
	launches projectiles 360 degrees in a spiral pattern
	upgrades: projectile damage and velocity; reloading speed; pattern density;







@bomb tower +
	launches slow but powerful explosive projectile
	infinite targeting range?
	upgrades: explosion damage; reloading speed; projectile velocity;
	explosion can damage enemies





blade tower
	spinning blades damage enemies
	damage proporitonal to impact velocity
	upgrades: blade count, damage, velocity and reach;






spiral tower
	launches projectile in a sine wave trajectory, amplitude of 3-4 enemy body lengths
	projectile launch direction alternates
	upgrades: projectle damage and velocity; reloading speed; targeting range;






meteor tower +
	sends asteroid batches towards enemy; target location is randomized; asteroid count is randomized;
	upgrades: reloading rate; asteroid damage and count;
	infinite range?
	can damage hidden enemies





bubble tower
	shoots a stream of bubbles
	upgrades: bubble damage and lifetime; reloading speed; targeting range;







mine tower + (notaraptor)
	puts landmines on tracks, removed once tripped; explode with short delay
	upgrades: landmine damage; laying range; laying speed;
	can damage hidden enemies






scale tower
	equalizes amount of health for every enemy in range
	attacks enemies directly (no simulation)
	raises health by 1/2 value?
	upgrades: targeting range; hp elevation fraction;





lower tower (if anyone remembers suggesting this, let me know)
	lowers enemy level: reduces defense, attack, speed and reward
	upgrades: targeting range; activation frequency; downgrade power;
	attacks enemies directly (no simulation)






rage tower + (positive07)
	makes an enemy attack other enemies instead of bases, drains attack reserve
	upgrades: targeting range; reloading speed; effect duration;
	attacks enemies directly (no simulation)
	can damage hidden enemies





dart tower
	poison projectile; puts permanent continuous damage
	upgrades: projectile velocity; reloading speed; targeting range; damage output







return tower
	launches a boomerang projectile
	upgrades: projectile velocity and damage; reloading speed; targeting range; projectile count;







beacon tower *
	rotating beams do continuous damage
	upgrades: beam damage; beam range; beam count;
	can damage hidden enemies






smoke tower *
	creates blobs of smoke that do continuous damage
	upgrades: smoke damage;
	can damage hidden enemies






drain tower
	damages by a fraction of current hit points
	attacks enemy directly (no simulation)
	upgrades: targeting range; damage output;






pain tower
	damage output increases when bases are attacked, reduced when tower attacks
	upgrades: targeting range; damage multiplier







mirror tower
	deals damage proportional to enemy's damage output
	upgrades: targeting range; damage amplifier;






--== NON DAMAGING TOWERS ==--
boost tower
	increases towers' damage output by 1 + ( 1 / Ntowers ) when upgraded
	upgrades: activate; effect range;







magnet tower
	increases likelyhood of enemy taking a turn towards it on a track split
	upgrades: effect strength; effect range







halt tower
	temporarily stops enemies nearby
	upgrades: capture duration; activation rate; targeting range;







toll tower
	generates fixed income every time enemies enters its range
	upgrades: target range; income rate;







solar tower
	produces money at intervals
	upgrades: money per batch;







@bonus tower *
	generates additional bonus income when enemy dies within its range
	upgrade: effect range; bonus money amount
	activates off hidden enemies






field tower *
	slows down enemy time in its range; time-type slowdown
	upgrades: effect range; slowdown factor;
	affects projectiles?
	affects hidden enemies





@glue tower
	slows down enemy time in its range
	upgrades: effect range; slowdown factor;







time tower
	puts temporary slowdown effect on enemies
	aims for fastest moving enemy
	attacks enemies directly (no simulation)
	upgrades: targeting range; reloading speed; effect strength; effect duration;





curse tower
	cursed enemies take more damage
	aims for strongest enemy
	upgrades: targeting range; reloading speed; damage multiplier;
	attacks enemies directly (no simulation)





@repair tower
	increases armor of nearby bases
	upgrades: repair rate;







warp tower
	teleports enemies to spawn points
	attacks enemies directly (no simulation)
	upgrades: targeting range; reloading speed;






radar tower
	adds its targeting area to other towers' area
	upgrades: radar range;







psy tower
	increases targeting range on inbound tracks, increases deflection limits
	upgrades: prediction distance;







delay tower
	despawns enemy, respawns it some time later
	attacks enemies directly (no simulation)
	upgrades: targeting range; reloading speed; time displacement;






121JW tower
	attacks enemies directly (no simulation)
	spawns a copy of an enemy, both take damage when either is damaged
	upgrades: targeting range; reloading speed;






pinata tower
	marks an enemy, when it dies a pinata is spawned in its place
	pinata can't attack, doesn't counts towards kill goal; can be destroyed for more money
	attacks enemies directly (no simulation)
	upgrades: targeting range; reloading speed; reward money;
	low priority?




ice tower
	launches freeze bolt; temporarily slows down targets
	upgrades: targeting range; projectile velocity; reloading speed; slowdown strength and duration;







loop tower
	loops short part of nearby tacks, puts enemies on them
	attacks enemies directly (no simulation)
	upgrades: number of looped enemies at a time;






crit tower
	increases damage taken within certain range at a given chance
	upgrades: crit rate; crit strength; targeting range;







decoy tower
	triggers enemy attack, depleting their attack reserve
	upgrades: maximum armor; recover rate;







Some tracks hide enemies (in tunnels or whatever really) and they are normally impossible to attack or even damage. Some towers' damage type makes it sensible to deal damage to hidden enemies, and for some towers it makes sense to track and directly attack hidden enemies.
Last edited by raidho36 on Sun Apr 07, 2019 2:18 pm, edited 4 times in total.

steVeRoll
Party member
Posts: 102
Joined: Sun Feb 14, 2016 1:13 pm

Re: Tower Defense suggestions

Post by steVeRoll » Sun Apr 07, 2019 12:53 pm

Seems helpful, but I feel like this should be posted in General.

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