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PeonDefense

Orc Peon Tower Defense

Notes

#Overall Story Peon Orc notices that most everyone has left. He is told by the other orcs that they have left to raid an Elven village far to the North. Little did the Orcs know that the Elves has a spy amongst them and found out their plan. The idea was to get all the other creatures in the land to finally wipe out the orcs for good. The peon goes on guard duty and sees the Orc area getting attacked. He decides to defend with towers. After saving the place, he continues to the next area to defend, trying to rally the other Orcs that stayed behind. Unfortunately, most of the other Orcs are too stupid, lazy, or just plain don’t like him. Only after getting attacked enough will the other Orcs listen to him. Eventually, the last of the orcs defend off the waves of baddies with mechanical wit and the will to eat all they kill.

#Character Physical Desciptions

Note: Here is 1 description for each type just for art. Can have varying types for each race.

Gragnap the Orc: Dented helmet. Light green skin. Gnarly teeth with decent sized gaps. Giant canines, Very big, 6’8ish, Muscular. Wearing plate armor that is also dented. One arm is big and muscular. This is his hand that he hammers with. The other one is tinier, almost a gimp hand.

Maully: Female engineer/Scientist Orc. Darker green skin Way too much into her own inventions. Wears glasses. Around 6’3”ish, Still muscular. Short Pixie cut hairstyle. Thinner face, but bigger body. Wearing Full Plate Orc Muscular. Long black hair with a streak of red.

Algae: Idiot. Very unaware of his surroundings. Thin eyebrows. Greyish green skin. Smaller orc. 5’8” A little skinny. No shirt, just a loin cloth. Ponytail hairstyle. Always confused look. Carries a trident for fishing. Has a pony tail. Grey.

Varkust: Older retired orc. Plenty of strech lines and veins on his body. Wears a robe. Seems to always be tired. Carries a sense of magic around him. Constantly has pen and paper. Writes things down for the Orcs. Pale Green Skin. Bald.Hunched over. 6’5"ish

##Enemy Art Descriptions

Elves: Dextrous, skinny, toned. Tall. Blond hair. Brown basic tunics, green capes, light tan pants and brown hide boots. Curved pointy ears with serious look on face.

Dwarves: Short and stocky. Big fuzzy black beards past the neck. Dwarven crafted helmet. Carrying a shield in each hand. Short round nose. Brown cape. Grey Plate Armor.

Human: Gruff, short brown hair, tall. Sword and board. Dirty chainmail. Brown eyes.

Merfolk: Fish people. Shirtless. Carries trident. Random Gills. Reference: https://s-media-cache-ak0.pinimg.com/736x/3c/7c/ab/3c7cab610f4539eec3dce9d527e68e78.jpg

Druids: “Those aren’t bears! Bears are friendly! Those are Druids!” Typical Grizzly Bear with EXTREMELY STOCKY EYEBROWS

Sharks: Heavy tanks. Gnarly teeth Bloodied. Grey.

##Bosses

Trojan Horse: Full of mixed baddies. High Health.

Dwarf riding a Hippo: Can stomp to stun towers.

##Tower

Rock Hurling Tower: Basic Tower shoots at a moderate rate

Whirler: Aoe chainball tower. Spins around.

Sheep Tower: Enemies turn into sheep and graze for a period of time. Towers ignore.

Recycler: Can send Orcs out to get bodies to recycle resources.

#Tiled Map Format NOTE: This format is still in flux. The game does not read the files yet, so implementation may require change. NOTE2: OneOfEverything.tmx is intended to be a reference file that excersizes each aspect of the level functionality

##BuildPaths This layer will define where the player can put towers. Any square that is NOT BLANK can have a tower. This layer is not drawn.

##WalkPaths This layer defines where walking mobs can go. The tile value at 0,0 defines a "Start Position" The tile value at 1,0 defines a "End Position" The tile value at 2,0 defines a "Walkable Position" The three above locations are not used when rendering or defining paths. They just are used to determine what the tile types mean to the level loader. TODO: Currently all starting positions are equal. May want to some day implement delays on some entrances? This layer is not drawn.

##SwimPaths The same as WalkPaths except it defines start, end and swimmable positions Swimming paths and walking paths can overlap. This layer is not drawn.

##AllOthers All other layers are drawn as is, and in the order they apear in the tile editor To have a mob walk under or swim under another layer like a bridge, than just put the swim or walk layer under the layer they will walk behind. In general the map will render in the order defined in the file

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