The majority of TD games involve a singe player strategizing the use of his tower defense against the computer-controlled creeps. This enables developers to incorporate more variability int he gameplay-contingent on the axiom that players are acquiring the rewards. Acquiring new defenses is an imperative feature in the design of TD games and allow the player to confront increasingly difficult and/or numerous AI or player-controlled enemies. These resources function as a way for the users to increase the power of their tower defense in order to sufficiently withstand the next levels creeps. These resources can be used to purchase tower upgrades, new towers, and more. As each creep is destroyed, typically, the human player is rewarded with some sort of resource. These reward systems are created to, as Avery states, ".increase the interest and lengevity of TD games." As the creeps pass though the map, the towers destroy them. Some creeps are unaffected by certain towers, thus the human player is best served to diversify his arsenal of towers. As your progress through the game, these creeps increase in armor, speed and size and typically take multiple upgraded towers to kill. Usually in TD Games, the creeps that follow the path in the beginning levels are relatively low strength and low speed. Creeps usually have different attributes such as size, speed and defense. Creeps move along the path at varying speeds trying to reach the end of the path. Towers can differ in cost, range, power, firing rate, effect on creeps and more.Ĭreeps are defined as the enemy. They cover different ranges and have specific targets. Towers have many different abilities, costs, and uses. Normally towers can be placed anywhere on the map except directly on the path. Towers are the human player's defense against the invading creeps. Maps can change through different levels. Towers can be placed anywhere on the terrain that is not on the path. Creeps travel along the path through the map. This map is usually comprised of two elements, the path and the area surrounding the path. Users can strategically place their towers on any part of the map. Phillipa Avery describes the 5 elements that combine to comprise an example of the TD Game in his text, " Computational Intellegence and Tower Defense Games". 2.3 Entrance into the Mainstream Market.They can also be single-player, cooperative, or multiplayer - varying from title to title. TD Games can be simple or complex, turn-based or real-time and all involve a degree strategy. TD Games are usually very easy to pick up however hard to master. Winning is usually defined as surviving the onslaught of creeps (The human's towers eliminate all (or a sizable portion) of the creeps) and losing is defined as the creeps reaching the end of the map before your towers have a chance to take them out. Each eliminated creep results in gained resources, these resources are then stockpiled by the human player to buy more towers, or upgrade current ones. These towers have the ability to shoot, damage, halt, and eliminate creeps from the map. In order to succeed in the TD Game genre, human players have to allocate resources in order to build defensive towers. The TD Game genre is generally comprised of a human player who allocates resources to build 'Towers' in order to prevent enemies (commonly referred to as 'creeps') from passing through the human players map. Tower Defense Games or TD Games are essentially a sub-genre of strategy games. A screenshot from Defense Grid: The Awakening (2008)
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