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Militia Defense (2009-07-17)

Posted: Fri Jan 09, 2009 7:43 pm
by Tabasco
I've implemented a lot of you guys' suggestions and I think it's to a point where my main concerns are balance and content.
Once I'm comfortable with unit strengths and prices, I will make 35 more waves and I may go ahead and make infinite play a game option after that.

Hotkeys:
1-4 to purchase units
U to upgrade selected unit
TAB cycles through all placed units
Esc cancels placement and pauses the game (brings up the game menu)

The original, uncompressed sound pack can be found here:
http://tyranny.ckt.net/sounds.zip
The license allows for use in any project, commercial or otherwise with nothing more than attribution.

2009-02-15
--Replaced old sounds with new, truly free sounds (Creative Commons Attribution 3.0 Unported License http://creativecommons.org/licenses/by/3.0/)
--Added a garbage collector in update to flush stale enemies -- Fixed again

2009-03-12
--Many packaging improvements (readme.txt, license.txt), upgraded unit graphics, by qubodup
--Sound toggle works
--Arbitrary gore rotation for great justice

2009-04-13
--Added Osuf's camera library to fix my tyrannical resolution nonsense.
--Tweaked prices, damages, and rewards to increase difficulty.

2009-07-17
--Tweaked prices, damages, and rewards to slightly decrease difficulty
Nothing major, just figured I'd revisit this and try to make it a little more balanced.

Re: Militia Defense (Alpha?)

Posted: Fri Jan 09, 2009 8:02 pm
by Voker57
I really like the game! Though it does not fit on my old school 1024x768 CRT display :(

Re: Militia Defense (Alpha?)

Posted: Fri Jan 09, 2009 9:51 pm
by mike
I'm fucked :emo:

Re: Militia Defense (Alpha?)

Posted: Sat Jan 10, 2009 6:37 am
by Happy_G
Image
hehe ^^

Re: Militia Defense (Alpha?)

Posted: Sun Jan 11, 2009 2:28 pm
by farvardin
very well done !
It needs some polish, but it's already good and enjoyable.
It eats much of my CPU though (it's running at 100%)

A firing animation would be good...

Re: Militia Defense (Alpha?)

Posted: Mon Jan 12, 2009 6:40 pm
by harrio
i second the firing animation. adds to the visceral 'fun' factor.

Re: Militia Defense (Alpha?)

Posted: Mon Jan 12, 2009 6:50 pm
by Tabasco
Thanks for the feedback.

I've updated the link above with the latest version.
The resolution and cpu utilization are the same. I used a fixed resolution so I could use a fixed tile sized. If I get ambitious later I might see how easy it will be to overhaul the whole thing using scaled tiles.
When I was first messing around with my framework I decided not to use frame limiting for cpu niceness. When I'm playing a game I'm usually not multitasking so I'd rather have the best framerate possible. How big of an issue is it for the rest of you?

This version adds firing animations via the particle system, as well as bleeding and death effects.
The win/lose conditions work now and the end screen will give you a score based on units killed, money left, and a bonus for using the next wave button.
I still don't have descriptions for units or upgrades and there are no sounds.

Here's a quick rundown of the units:
Rifleman - pew pew, upgrades for damage and range
Support - MG crew, fast firing but slow reload, upgrades to crew served for faster reload, then M2 for dmg and range
Sniper - long range, good damage, upgrades for range and damage
Engineer - slow firing, decent damage with splash. Upgrades for range, splash, and damage

Re: Militia Defense (Alpha?)

Posted: Mon Jan 12, 2009 9:15 pm
by Kaze
It's a good game, but really short. More waves/levels would be nice (And perhaps a way to place soldiers without clicking "buy" after each).

Re: Militia Defense (Alpha?)

Posted: Tue Jan 13, 2009 12:22 am
by Tabasco
I intend to add more waves as I tweak balance. For now I've increased it to 15 and adjusted some damages and costs.
There is also sound, which I think adds a lot of atmosphere.
Hotkeys for units are 1-4 and U to upgrade selected unit.

Re: Militia Defense (Alpha?)

Posted: Tue Jan 13, 2009 5:36 am
by LÖVER
Pretty fun game. I have some feedback :)
  • Cars should not bleed
    Never ending waves (a nice little algorithm should adjust unit amounts, speed, etc... according to wave #)
    Changing Levels (every 10 levels or so change up the map)
    Air Enemies
    More defending units (road block, mines, etc...)
    Remove blood after while, eventually there was so much blood that it was layered above spawning units.
    Show how much it costs per unit upgrade
Keep up the good work, this could become a really polished game.