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Python PyGame Tower Defence
Python PyGame Tower Defence - 0.5.0Austin Morgan (duckfin)Tags:DescriptionI'm closing the gap to Beta status. I'll be giving this project the Beta tag when it hits version 0.9. I've got a lot of work to go before it gets there, but the game is already quite playable. The basics are typical to Tower Defense games all over.
There are only seven maps thus far. I have not put great effort into balancing them yet, as things change constantly. That said, I played through all of them before releasing this and found them to be fairly spot-on in difficulty, if a bit lacking in variety. Balance will not be a top priority until the Beta, version 0.9. The art is nowhere close to tops and there is no sound whatsoever. I am neither an artist nor musician. If anyone would like to contribute either, I would happily give credit for your work. Comments are welcome and encouraged! Changes*Added Enemy image rotations as per Gabriel Baptistussi.
*Enemy images/rotations in pre-generated,pre-loaded array for quickness.
*Added print notifications during loading.
*Added preliminary Menu support/framework. Menus are transparent until clicked
on. You can drag them around the screen as well.
*Added preliminary Ability support/framework. Acquiring abilities not yet
implemented, however some abilities are working by way of keyinput.
*Downtime and startup have been integrated into the main play loop. As a result,
during this time play is simply 'paused'. Seems to work much better, and be
more efficient.
*genBackground MUCH more optimized. Play now starts almost instantly, instead of
15-ish second wait.
*Only one tower type now. Will implement tower upgrading 'into' other types
(i.e. all towers start as 'basic', but you will be able to upgrade it to
'fire' or 'slow').
*All tower upgrades are 50 credits. No max level. This is UN-BALANCED!
*Enemy stats are all read from mapproperties.txt files in the map folder.
*Enemies all have the 'none' trait. Changed this a while ago to counteract the
massive randomness in enemy traits. Enemy traits are still coded (I believe)
they just aren't accessed at all.
*Nope, enemy traits have been removed because all former traits could be given
by editing stats in mapproperties.txt.
-*-*Lots more. I've been tinkering with this off and on for a while and stopped
logging changes. Links
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