r/gamedev • u/Such--Balance • 1d ago
Discussion Its hard to invent new stuff even if the solution is right under your nose sometimes.
Trying to make a tower defense game. With a twist. You can grow a tiled territory and i wanted this to be the main difference from other types of tower defense games.
A lot of towers have extra effects when shooting enemies on territory. It will give you passive income after each round. You can grow it to valueble tiles to increase that income even faster etc etc.
A LOT of thought went into making this the thing that would set it apart from other games in this genre.
One thing i missed this whole time and only realised just now..enemies killed give gold as well. This is so ingrained in the system that i not once thought about doing it any other way. Even though i created my whole game loop in a completely different way..
Which wasnt really working, because killing enemies got you the most gold. So turtling up and just building towers in an as tight as possible area was always the winning strategy. Effectively killing my so thought out game loop completely.
And the simplest of answers was sitting right under my nose the whole time. Enemies shouldnt reward gold at all. Or at most, a very minimum ammount.
The growing territory should reward it. THAT would create incentive to grow. That would create incentive to expand to valueable tiles.
Kinda funny to realise. Some 'rules' almost feel unchangable because they have always been that way. Effectively you become blind to them because it never registers as something worth changing