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  Light TD (Open Source)  (Read 5872 times)
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Offline imber
« Posted 2014-04-22 11:40:09 »

Hi everyone!

Light TD is a classic 2D tower defense game (written in Java). It's built on the LWJGL library with classes from the lwjgl-basics repository. This is the first game I'm actually determined to work on and complete so please excuse my beginner mistakes.

It is still in the stone age and there is ALOT that needs to be done, but development from now on should just be focusing on game-play and mechanics to make it more appealing and playable.

-alpha (java 7 compatible)

Source: github

It requires:
Java 8 or 7
Open GL 2.1
And natives for your OS if you're not on Windows

- Prototype TD (not strategically composed yet)
- You can drag the camera with the right mouse button.
- You can zoom in with the mouse wheel.
- You can select towers using QWERTY keys
- A console can be opened by pressing the '`' key, and you can type in "money (amount)" during a level if needed.
- 2 Levels!

Coming up:
- Upgrading and selling
- Level and waves from scripts
- Better graphics
- Sound
- In-game level editor

Offline Grunnt

JGO Kernel

Medals: 143
Projects: 8
Exp: 5 years

Complex != complicated

« Reply #1 - Posted 2014-04-22 12:16:38 »

Good work on making a working prototype!

Some tips:
- if you want others to play your game and give feedback, make a compiled downloadable package (e.g. a zip with a runnable jar). If I have to download the code and compile it myself I usually do not bother.
- maybe you could do just a little work on the graphics. My first impression of the screenshot was that the graphics were scrambled somehow due to some bug, especially the towers. Making the towers look just a bit more like actual towers or cannons may help.

Good luck!

Offline imber
« Reply #2 - Posted 2014-04-22 13:26:08 »

Thanks for your advice! I don't know what I was thinking not putting up a compiled dist :/

Actually the towers are supposed to look like that but I know how terrible they look. I was mainly focusing on getting a working prototype rather than upping graphical appearance and I'll get back to work on them once the level and wave system is complete.
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Offline Bearded Cow

Senior Devvie

Medals: 3
Projects: 1
Exp: 1 year


« Reply #3 - Posted 2014-04-22 16:02:54 »

I would suggest a more tiled-type system for the layout of towers just to give it more structure and easier to understand whilst playing.
Offline imber
« Reply #4 - Posted 2014-04-22 16:11:28 »

Building towers actually snaps to tiles on the tile map, sorry if the picture makes it seem like it doesn't.

I created a branch that can run on JRE 7 and a link to.
Offline Hermasetas

Senior Devvie

Medals: 6
Projects: 2
Exp: 7 years

I do gamez, yes!

« Reply #5 - Posted 2014-04-23 02:38:47 »

Well... Maybe it's just me but getting down to negative 340 lives at wave 3 may point to the game being a bit unbalanced.... Tongue

Other than that I quite liked it! The changing colors of the title, the boingyness of the maps when you start a new game! That really brought a smile to my face Cheesy

Maybe a bigger screen size, and have the maps be zoomed out when a new game is started. I was all "Why are all my towers shooting outside the map?" Huh, and then I discovered that I could zoom out  Roll Eyes

Keep up the good work!
Offline Grunnt

JGO Kernel

Medals: 143
Projects: 8
Exp: 5 years

Complex != complicated

« Reply #6 - Posted 2014-04-23 06:30:59 »

Very nice, the menu and game animations are well done, and the game is pretty playable. Although at wave 3 things go overboard, haha.

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