Difference between revisions of "User:CarmenFinch249"

From CitconWiki
Jump to navigationJump to search
(Created page with "Tower Defense Games The goal of [http://www.supertowerdefense.com/ tower defense games] is always to try to stop enemies from crossing a road by building towers which shoot at t...")
 
(No difference)

Latest revision as of 08:46, 15 November 2011

Tower Defense Games

The goal of tower defense games is always to try to stop enemies from crossing a road by building towers which shoot at them while they pass. Enemies and towers normally have varied abilities, costs, and ability costs. When an enemy is defeated, the player earns cash or points, which are used to purchase or upgrade towers, or upgrade the number of money or points which are earned, or even upgrade the rate at which they improvement.

Tower defense games are characterised through the positioning of static units from the player to defend against mobile enemy units who are trying to get from a start out point to an finish point. There is a set amount of enemy units (or 'damage' the gamer can take from units reaching the end point) who can reach the finish point before the degree is lost. Some games use a static route the enemy units follow around which the player places their towers, while others favour a free-form environment that enables the user to define the path the enemy units require. Some games use a mixture of both. Most games allow the upgrading of the player's towers.

Often an essential method is "mazing", which is the tactic of building a long, winding path of towers to lengthen the length the enemies must traverse to get past the defense. Sometimes "juggling" is feasible by alternating between barricading a exit on one side after which it the other side to be able to cause the enemies to path forward and backward until they are defeated.

The degree of your player's control (or perhaps lack thereof) in such games also varies from games where the player controls a unit inside game world, to games where the golfer has no direct control units whatsoever. It is a common theme in tower defense games to possess air units which tend not to pass through the layout in the maze, but rather fly in the towers directly to the finish destination.