note: How to modify the XML documents is listed below the playing instructions note: To play the game, unzip all contents from td.zip into a folder and open TD10.html Turrets: - Cannon = Cost $100. A quick fire cannon that has a medium range and light fire power with a quick reload. These cannon shots follow a linear path once fired. This means that an enemy moving just fast enough could escape being shot occasionally. - Spur = Cost $200. An AOE (area of effect) turret that will shot 8 spurs in 8 direction. These spurs are spinning so fast that they act like a boomerang and follow a circular path back to its source. The spurs go a long distance, but the turret itself has a short trigger range. Each spur does a medium amount of damage and has a moderate reload time. - Missile = Cost $400. A long range missile launcher that does high damage per rocket, but with that comes a long reload time. The missiles will trace the enemy as long as the enemy is within the missile turret's field of control. If the enemy lives the radius then the next available enemy in range will be targeted. If no one is in range the missile dies as a dud and the turret reloads. - Building = Cost $0. available to make but only for demo purposes. For a better description of the building turret please refer to the body of the email. Game Play: (these are the rules for this version of the game, future versions could have different rules.) As soon as the game is done downloading the enemy's counter begins. You'll notice a bar on the bottom right of the playing field. The bars will fill as the enemies release. The amount shown is proportionate to the number of enemies releases versus total number of enemies. The "> <" arrows signify how many enemies were defeated for that round. Each enemy killed will release a coin of different values. When all coins are picked up the next level will start immediately. If you want time to build before the next round make sure you leave at least one coin on the field. For each amount of damage you do to an enemy your score will rise. There is a total of 8 rounds to complete and the game is over when you reach stage "GA". You will loose 1 life for every enemy that escapes the playing field. At this juncture, loosing life does nothing to the game play; however, you will loose the money the monster was carrying. In the future, when you run out of lives the game is over. There is currently one glitch that you may run into. When you select a turret to play the blue grid comes up. If you click on any where that does not have tiles then the token you selected gets reset (intended). But at this point the blue grid still hasn't gone away (not intended). If you click on a square at this point the system will think you placed a turret there. But since the token was reset no turret was placed and the spot will be marked as dead. To prevent this from happening, make sure you always have a turret selected before clicking on the grid. ----------------------------------- note: chaning the XML files can result in game crashes and other unexpected outcomes. Please make sure you backup the XML files before making any edits. file: levels.xml description: ------------ This XML file contains instructions on how each round will progress. You can define the strength, speed, timing, and cash value of each monster any way to see fit. It has been found that anymore than 30 enemies on the screen at once becomes highly problamatic. For the most part, it is comon practice to make them come out 1,2,3 or 10 at a time; whens its 1,2, or 3 then they tend to be 'bosses'. In the current game settings you'll notice that level 7 has 40 enemies. This runs ok on my computer, but I can notice the lag. On a slower computer it would be more noticable (processing power not internet speed). It is important to keep the relationship and positioning the same. For example, if you define before the information will be switched in the game. The words are for human readability only. Tags that can be repeated may be repeated as many times as you need; level & enemy. Elements: ------------ level - denotes each level grouping. if there are 10 levels there will be 10 groupings of this tag type number - keeps track of which round the specified enemies will come on. This is for human purposes. creepCount - the total number of enemies that will be released for the specified round enemy - contains a description of an enemy type that will be released. Enemies are process in a FIFO maner. type - defines the color type of the enemy that will be released count - the number of enemies to be released for the associated type. all 's s must add up to . health - how much damage the enemy in this group can take speed - how fast each enemy in this group will go gap - the time in milliseconds each enemy will be delayed before the next will be released value - the number of credits you'll recieve upon killing the enemy Ussage: ------------ 1 20 purple 10 10 3 2000 30 green 10 15 2 1800 35 Here we are describing one level, a new level 1 to be exact, that has 20 monsters in it. Of the 20 monters there are 2 different types; purple and green. Purple will have 10 enemies released at 2.0 second intervals each having 10 health and traveling at 3 pixels per frame (should be about 24 frames per second). Each of the purple monsters will yield 30 credits represented by 1 gold coin. Once 10 purple monsters are released then the green count begins. Each of these 10 green monsters will be released at 1.8 second intervals, have 15 health each, travel at 2 pixels per frame, and worth 35 credits. Once all 20 have been consecutivly released the round waits for the user to kill all enemies and retrieve all gold. Once this happens the next entry will become active. It is vital that you do not change the order the variables appear. Levels and enemies will be loaded by FIFO. This means do not try to define level 2 before level 1, because it will come out backwards. Same with enemies, which ever are listed first are released first. The next in line will not be released until the previous enemy was completely released. file: turrets.xml description: ------------ Each turret is described in this file. The order of the is not important, but all the information described within must be left in this order. You may only change the values. For this release's purpose, you may only modify and . The other variables are currently hardcoded still. Elements: ------------ turret - denotes a turret is going to be described type - the type of turret that will be represented; cannon, spur, missile, building damage - the base damage the specified turret will have reload - the base reload rate the specified turret will have range - the base range the specified turret will have cost - how many credits the turret cost to build upgrades - denotes how the upgrade tree will affect the turret rate - this upgrade replaces the base reload times for the selected turret range - this upgrade replaces teh base range for the selected turret damage - this upgrade replaces the base damage for the selected turret (cannon & missile only) count - this upgrade replaces the number of shots that will be fired at once (spur only). Ussage: ------------ cannon 1.5 1000 250 100 800 600 200 350 450 600 2 3 5 We are describing a cannon that can do 1.5 damage every 1.0 seconds within a range of 1000 pixels (thats a 500 pixel radius) that cost 100 credits a pop. The associated upgrades are for looks right now and do not serve any function. For this releases purpose, you may only modify and . The other variables are currently hardcoded still.