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Yu-Gi-Oh Tower Defense [In-progress]


Tinkerer

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Hello, fine peoples!

 

I like to think I'm not the only one who thought of this.  I've just started the creation of this game via GameMaker (by YoYo Games).  Of course, I've only dabbled with GameMaker, so this project will probably end up very rudimentary, but I did want to at least implement the defining functions of the game and get a few levels created.

 

Some of the ideas I had for this include:

  • Life Points: Well, yeah.  You have LP and that's what the monsters are aiming for.
  • ATK values: Not sure about this, but I think I want to retain the ATK values of the monsters.  DEF would probably correspond to the monster's Health, but perhaps not directly.
  • You start with a Deck and a Hand of 5 cards.  When you gather enough Energy, you can draw another card. Energy is used in other types of ways and as costs.  You can regain Energy by various means including defeating monsters, "subbing" (the equivalent of tributing) towers, and simply waiting.
  • Towers are your monsters.  They have up to 3 stars on them.  1 star means they can be played without a substitution cost, 2 star means you have to substitute 1 tower to play, and a 3 star needs to sub in for 2 towers.  There aren't really direct upgrades for towers (Equip Spells act as upgrades).
  • Spells are just that, spells.  There are usually costs to playing them, such as subbing one of your towers, burning your life points, or consuming Energy, but some don't have any costs.
  • Traps are as they sound as well.  They are specifically placed on the path and are triggered under certain conditions.  They are usually less costly than Spells.
  • Fusion, Synchro, and XYZ available, but extremely rare.  (Not sure if/how I'd implement Pendulums)
  • DP obtained for winning Duels (a series of waves) and can be used at the Shop to get more cards.  More DP is earned by completing duels with certain tasks (no 3-star towers, no LP loss, no Traps used, etc.).

 

So... yeah.  I really have my work cut out for me if I want to implement all these things.  But I think I can build a sample level with a demo deck vs. Solomon Muto and his army of Kuriboh sometime soon depending on how motivated I am to work on it.  Definitely the hardest part, IMO, is going to be the deck building/editing functions as I have 0 clue as to how I want that to work, but I'll hit that bridge when it comes.

 

Anyways, I hope to get this project off the ground soon and share a sample with you peeps!  G'night!

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Interesting, I was gonna make a game using the Havok engine based on yugioh (profile is more detailed in this.)

 

I thought of making a game based on people and happenings here using RPG maker VX ace, but I was too much of a newbie and didn't have the time then. I wish you the best of luck, if you need any ideals let me know.

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Are the towers destructible ala PvZ, or is this a "set path" or "design the maze" type?

Tbh, I'm not super familiar with all the different types of TD games, so I honestly didn't think about that. I was thinking you could put the towers anywhere outside the path, but you're limited to 5 total towers on the field at the same time. I dunno if that answers your question though.

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"Set path" types put the monsters along a prefixed path. You cannot build on said path unless you're setting traps.

 

"Design the maze" types have a wider space for the monsters to move around. They cannot attack your towers, so your tower placement will determine the path which the monsters will take. Some variants make it a little more challenging where you have to set up the maze while the monsters are on the move.

 

PvZ style is as described. You place towers on lanes which the monsters move down, as obstructions to the monsters. Monsters will attack or attempt to dodge around your towers once they encounter the obstructions.

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Well, as of right now, I am building it in a Set Path style.

 

Design the maze seems like it would involve a bit more intuitive programming knowledge than I currently have (read: AI programming).  PvZ style (wow, I'm just realizing now that's Plants vs Zombies) sounds like it would make for a more accurate method of play for the game.  Once I get most of the basic stuff down, it sounds like an approach that I might take since it doesn't sound too difficult to implement, or even take further liberties and make it a style which captures aspects from both Set Path and PvZ.

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