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An RTS (Real-Time Strategy) Defense game where each soldier can accumulate experience at each stage to combat increasingly powerful enemies.

There are three stages in total, with the strength of the enemies increasing progressively. If the base or castle is destroyed during the first two stages, players will be forced into the next stage. If the base is destroyed in the third stage, the game is lost. Therefore, players need to accumulate capital or enhance troop capabilities during the first two stages. They can proactively dispatch higher-level troops to the next stage, where these troops will be promoted and gain different attributes. The three stages correspond to the Ancient Era, Medieval Era, and Modern Era.

UI Improvements:

  • Improved the UI interface, but it remains very basic.

Game Mechanics:

  • Added a rift object in the game; players or enemies passing through will fall in and be absorbed as energy. After a certain number of waves, elite monsters will spawn from it, with higher energy correlating with higher attributes.
  • Preliminarily constructed soldier level attributes. Future goals include adjusting game difficulty and making some optimizations as the current test difficulty is too simple.
  • Added mechanisms for some monsters, like the Bomberman, which explodes and prevents building in the area, and the roaming cannon that can carry nearby monsters and shoot at players. It advances slowly but retreats quickly.
  • Implemented an imperfect fog of war system, not visible until later in the game, so new monsters are added in the last few minutes.
  • Added different game scenes and some special effects; desert, snowfield, and swamp. If the current scene is too difficult, some soldiers can be saved for the next one.
  • Introduced a team-based soldier upgrade system where soldiers' attributes from the previous scene are calculated and sequentially upgraded to new types.
  • Refined the building system and production system, and designed special attack modes for some types of troops. Continuing to improve troop design and adding interactive environments in each map.

Environment:

  • The number of troops in the game needs to be controlled. With increasing level difficulty, soldiers with higher attributes can be saved for the next level.
  • Major additions to the game's various scenes and some special effects, including deserts, snowy landscapes, and swamps. If players struggle in the current scene, they can save some troops for the next scene.

Characters:

  • Elite monsters will be spawned after a certain number of waves, with the higher the energy, the higher their attributes.
  • Added some monsters and an imperfect fog system, but it's not visible until later in the game, so new monsters are supplemented in the last few minutes. Also, there's a wandering merchant who currently just competes with the player for money because the shop system hasn't been implemented yet.
  • Used an object pool for monsters for some optimization as the large number was causing lag. Added some neutral creatures (chickens and chicks) with partial behavior logic: they flee to forests or bushes when encountering other creatures.

Systems:

  • Initial construction of soldier level attributes. The next goal is to adjust the game difficulty and perform some optimizations. After all, the current test difficulty is too simple, and the number of troops in the game also needs to be controlled.
  • Enhanced the troop upgrade system and diversity of mechanisms, diversity of monster types, and improved the surrounding environment and other resources for each era's map.
  • Gradually refined the building system and production system, and designed special attack modes for some types of troops.

This translation and categorization cover the various updates and improvements made, spanning from user interface changes to significant systemic enhancements and content additions.


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Click download now to get access to the following files:

SpaceTime Defense Zone ver0.001.rar 34 MB
Space-Time Defense Zone ver0.02.rar 36 MB

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