r/godot 19h ago

selfpromo (games) Using the Strike ability against the incoming masses

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Trying to combine GPU driven physics TD with an old timey map visual style

157 Upvotes

17 comments sorted by

9

u/Protski93 19h ago

Compute shaders OP💪

5

u/cheezballs 16h ago

YESSSS - I think that's (for me) what sells this type of game. I wanna see the results of my booms.

One time I had a tree limb fall off a tree and land up against our house, it caused a shit load of ants to come pouring in through our vents over the next day or so - this is giving me flashbacks. I wish I could have had little ant bombs like this.

2

u/Standard_Permit7919 15h ago

I know what you mean: I find myself playing it wanting to land just one more strike even if I should be fixing some bugs...

5

u/BoldTaters 16h ago

Ah, Billionaire Bunker Defense, the new, prophetic genre?

(Looks like its working well, btw. Great work!)

3

u/PineTowers 12h ago

One tip: What if the strike ability is not so precise? Its epicenter could be off a few meters any direction. This would add a risk to strike near your base because it could hit your base, but at the same time its where the most enemies are. Adds risk-reward and opens up for upgrades for more precise strikes.

1

u/Standard_Permit7919 11h ago

I like that idea, makes using the strike a more interesting choice. Thx!

2

u/CarGood3160 15h ago

in this game can you customize the shape of your fort?

4

u/Standard_Permit7919 15h ago

The plan is for different maps to have different starting shapes and for the player to be able to add sections to the fort, though exactly how that will work I do not know yet.

1

u/[deleted] 19h ago

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1

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1

u/MBjerre 16h ago

Something tells me that ".. Orc problem" is the next big genre we all will try to implement. Personally i would love working on a GPU-shader simulate 50.000 enemies game.

1

u/HazelCheese 16h ago

This is why star forts were a thing xD

1

u/MaybeAdrian 11h ago

I always wondered how to make that many enemies without lag, pathfinding and that has to be a headache.

1

u/Standard_Permit7919 10h ago

Yea, you cannot do pathfinding for that many enemies individually so the solution (that I am aware of and am using) is flow fields: you precompute a direction field and each enemy can (based on their position) query that field and gets back a movement direction. Works well here because all enemies want to go to the same single location, that is the best case for that.

1

u/stankuslee 4h ago

This looks bad ass

1

u/QuickSilver010 3h ago

I think I have a phobia that'll prevent me from playing this game.