Posted: 24th Nov 2021 12:21
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[size=xlarge][center]Published on Itch.io[/center][/size]

As a judge, I'm not eligible for any of the prizes but I feel like I'm missing out by not taking part.
So here is the start of my TD game [size=large]Infection[/size].

It's set inside the body. Viruses swim through your blood stream and you must destroy them with strategically placed nano-machines or by calling in extra white blood cells.

Right now it's just a stress test. A closed loop with multiple paths and 600 red blood cells swimming through the veins.
Posted: 25th Nov 2021 19:58
this is gonna be interesting, scraggle. good start.

meanwhile, there's obvious opportunity to recycle some the code after the comp for a follow-up "Adrenaline Rush!" 2D Racing game so keep that in mind?
Posted: 26th Nov 2021 14:58
Thanks VN,
I have been thinking about writing a 2D racer for a while, something like Super Skidmarks on the Amiga. So maybe that could be a future project.
Meanwhile, here's small update showing the first real level and some updated graphics (all from one of our big sponsors: )


And a mock-up showing available towers:
Posted: 26th Nov 2021 23:24
WOW! That looks lovely
Posted: 27th Nov 2021 9:45
Instinctively, I feel I should thank you for your comment but I'm not responsible for the graphics at all. I'm jut bringing them to life
Posted: 27th Nov 2021 15:24
looks like fun.

I would love to see Osmosis Jones running around lol.

Posted: 30th Nov 2021 10:17
It's very early days.
There's only one level, one enemy type, two tower types and zero UI but it's getting there
Posted: 6th Dec 2021 16:53
New video.
6 stylesof Tower
3 styles of Virus
1 level



Still lots of tweaking to do.
Most of the towers are very over-powered
Posted: 6th Dec 2021 17:13
looking good! thanks for the update
Posted: 6th Dec 2021 19:13
Very nice. Loving the effects and different towers
Posted: 10th Dec 2021 11:28
Latest screenie:


The enemies are all being assigned random colours at the moment until I can decide which ones work best.
Feel free to drop in with your suggestions
Posted: 12th Dec 2021 16:14
the colors look great as does all of the GDS artwork.

addition of cholesterol build-up noted

suggestion1: rhythmic pulse vs steady stream (just to make your job harder)

suggestion2: blood-thinners and coagulants (+heat & ice packs). i know the focus is "infection" but there is so much you can do in this "setting"

suggestion3: demo

all smiles from me. thanks for the update!
Posted: 14th Dec 2021 10:54
Thanks for the feedback

Suggestion 1: I'm not sure about that. I think it might work if it was synced to a heartbeat sound but as soon as the player mutes the audio, then I think it would look more like the graphics were glitching than moving with the pulse of a heartbeat.

Suggestion 2: I presume the result would be to increase or reduce the flow rate of blood and viruses, right? That would be easy enough to do in code, but I don't know how to implement that from a game-play point of view. Does the user select them? Do they happen randomly? How? Why?

Suggestion 3: Eventually

There's still no UI. Right now I place towers by clicking their initial letter on the keyboard and the tower appears at the mouse position. I also have a few bugs that are bugging me! For example, The "Cutter Tower" occasionally, but not always, has the spinning blades drift away from the end of the cable and I can't figure out why.
My level building system is fully functional now so it's quick and easy to build new levels and waves. There's still a lot of tweaking of the difficulty to try to balance but I think that is something that will always be flexible. Long after a tower defence game is released they still have updates to tweak the balance but I have to get it close to right at least!
I'm considering creating a GUI with sliders to adjust the balance of everything but that will push me beyond the deadline for the compo. Not too much of an issue for me since I'm not eligible for any prizes but I'd still like to have something ready for it.
Posted: 14th Dec 2021 15:20
i expect the speed would already increase gradually over time (as the infection lingers or viruses mutate or new ones are introduced) as a level progression notion.

otherwise, maybe implement an "efficiency in battling the virus" notion where, if the player is treating the infection "promptly" the spread would be slower vs lagging behind whatever you decide as a threshold which would trigger increased "spread" rate. it could be subtle but if infections aren't contended with ASAP, they spread like wildfire (i learned this first hand earlier this year - i should have taken notes for a game when i was in the hospital for 8 days... ).
Posted: 10th Jan 2022 21:56
Just a few screenies to show progress:













As you might be able to see - I've put a caveat into the "about" menu so that I can keep adding levels to make it more of a complete game
Posted: 11th Jan 2022 1:56
I think this is a brilliant idea for a game and should be sold after it is a complete game. I believe this would be very popular because it is different and new.
Posted: 11th Jan 2022 2:09
looking good, scraggle. i'm still waiting for a video (especially since i know you have (1) sound for it, now)
Posted: 11th Jan 2022 7:50
i know you have (1) sound for it, now

2 sounds now I have a "bad" sound for clicking where you shouldn't and a heartbeat. The heartbeat is pretty cool - It starts off slow and quiet but increase in speed and volume as your health decreases .
And two pieces of (crappy) music

Hang on then, I'll put a video together now. I'll use my debug mode to falsely increase the number of viruses just to make it more interesting. I also falsely increase the amount of money you have so that I can build anything
Posted: 11th Jan 2022 13:08
that's pro stuff, scraggle. thanks for the vid. it was worth the wait
Posted: 12th Jan 2022 6:38
Superb stuff