Base Defense (An Overwatch Tower Defense)
This code is over 6 months old. The code may have expired and might no longer function.
This game is in BETA, and bugs may still be encountered, and features may change. If you have comments or concerns about balance, let me know, it's still ongoing. Changelogs posted to my Discord server.
Overview
A unique and true tower defense mode made in Overwatch, where you (and up to 2 other players; 3 total) can purchase and upgrade towers. The ultimate goal is the defend the base, if the base goes to 0 health, you lose.
Featuring over 27 different maps to strategize and play on (including their seasonal variants). This mode supports the Workshop Maps with randomized paths; not enabled by default.
This game scales based on how many players are in the game.
- 1 Player: You can place 6 towers, and earn 100% gold.
- 2 Players: You can place 6towers, and earn 148% total gold, divided amongst both players.
- 3 Players: You can place 6 towers, and earn 164% total gold, divided evenly amongst all.
Towers are significantly more effective than players, as players deal 0 damage with most actions.
Additional Information
The base starts with 600 health, and recovers 20% health per wave and gains 50 health. The base starts with 200 power, which decharges by 3 per wave.
Players can expend gold to upgrade the base which upgrades the base health by 50, and grants 4 power. Every 8 waves completed will increase the effectiveness of this action, however, note that each upgrade increases the cost of future upgrades.
While the base has power it will expend 10 power to attackers inflicting 50% of the attacker's health to any attacker inside of the base. Players can expend 40 power during a wave to restore 5% health, which is useful if you have a good base defense (or high maximum power).
Players can also place traps which usually slow down attackers, or damage the attackers.
Killing creatures and completing waves award all players gold, gold is used and consumed in any process during intermission, in which is the only phase you can interact with a tower. Towers can be upgraded or naturally upgrade as they kill foes. Towers can also be nudged (based on looking direction, looking up will move them further), and towers can be destroyed which refunds 1/5 of the base price (increasing per level).
Towers gain +10 damage per level up to 5000%, at which they begin to scale externally which is identified with "true damage multiplier". Towers also cannot gain less than 5% damage per level up, meaning certain towers gain power quite quickly.
Do Note: Player characters do not deal damage (minus Wrecking Ball), and all heroes now have some form of extra utility. You are encouraged and intended to build towers in effective locations that can defeat all of the foes before they destroy your base.
You will encounter boss waves on 10, 20, 30, and 50. After level 50, the waves are randomly generated and scale exponentially, there is not a current way to win, just try to defeat as many waves as you please.
Good luck, and have fun!
34 Comments
How do you change element
In case you didn't figure it out: it's bound to [Reload], keybind information when you can modify towers or the base are always located at the center & top of the screen.
Hey, could you plz tell me what is the use of the mercy tower?^^'
Not yet implemented, in the future she'll hold her secondary fire, and probably pulse AOE damage when she does so.
Hello! Is it fine that I leave ya with a few ideas of my own?
I have ideas for enemies, towers, players, and the overall game.
I have experienced working on game modes using workshop(albeit, for custom hero’s, and niche game modes, so that ‘few’ ideas could be a lot)
If you want, you can, although it would take me time before I make my way to updating with some of those ideas - time that I find motivation to work with this mode is sparse. :)
Yeah, motivation is an issue.
(General stuff)
>maps
Map changes:
Add alternate path(s), and air path(s).
The code can be either predetermined, or if there is a crossroad, then the randomization can be there,
For air paths, some enemies can use them (like zen, as a enemy).
(Heros)
Mercy: can heal and damage boost towers. Can also use pistol to do a small stun
Lucio rework: force towers to have halved cooldowns on speed. On healing, it does healing. Amp does the halved cooldowns again, making a quarter, instead of a half. Healing does healing but better. Boop is a lot weaker.
Mei: Mei but without icewall and ice block. Primary fire should be nerfed, and secondary fire should probs stun.
(Enemies)
Zennyboi: flies, also shoots towers, specifically flying ones. Immune to ground towers. Low damage, slow-medium speed, medium hp.
Mercy, heal the enemies, or if full, damage boost the enemies. Speed is variable (speed is based on target, slow down if first in line relative to nearby enemies. Inherit abilities from targets), very low hp, medium healing, high damage boosting.
Pharah: Flies, shoots grounded, non mobile towers, as such is not immune to ground towers. If possible, after going in halfway through the course, find nearest ground track to land on. Medium damage, slow proj. Speed, medium ground speed, slow air speed, medium hp.
(Towers)
Note: the tower selector should have multiple different sheets of towers.
For example:
(Dps),(support),(aoe),(flying),(hybrid),(mobile)
(Dps)
Torbjorn: on spawn in, he throws his turret in front of him. He uses overload.
(Support)
Symmetra: places down turrets on the track for slow down capabilities. If a tower is injured, they will use their beam on them, otherwise focus on the enemies.
(Aoe)
Winston: zappy boi. (Of note: due to how size change works with Winstons weapon, their aoe works better with the leveling system. Just mentioning it)
(Flying)
Ah yes,
Sombra: shoot gun, use hacc, and push the flying enemies bacc.(or in other words, anti-air, but can still attack grounded enemies.
(Hybrid)
Lucio: (support/aoe)
Lucio boops enemies as much as they can, and also heal nearby towers or slow down the enemies (and speed up allies). Players can switch song when pressing interact on them during a wave.
(Mobile)
Note: I’d recon that you are against this, but I still have the idea. Probs should allow only one.
Rein: uses all of their abilities at their disposal.
Shield: brings it up when a player interacts them. Bashes enemies that get too close.
Charge: they will walk over to a node, and then charge straight down the center, for cc.
Fire strike: same thing as charge, but damage instead of cc.
Swing: when not charging or striking, they will hover in front of (priority) that is in line of sight.
Overall: should not bounce or be bounced by towers or enemies.
=)
Also:
(Bugs)
When a tracer (or a fast) enemy goes beyond the path, safe towers got bounced,
In my opinion, those enemies that teleport shouldn’t bounce towers, or should still do so in a smaller radius.
Also, I feel as though in the later waves, things slow down a lot. Perhaps enemy spawning should be accelerated every few waves? Just my 2 cents on the matter.
Sorry I’m a bit wordy, I’ve kinda always have lots to say.
That's fine, thanks for the ideas. I'll look into these ideas when I find time to work on this mode, soon tm.
Alright, see ya on the other side
Author I am from Taiwan, I want to translate into Chinese by myself, can I?
I translated for 1 hour
That's fine, just make sure to keep credits in the scripts :)
So there is a bug that doesnt upgrade the tower but spends the money.(Hanzo)
one more is when you try to buy a tower but it doesnt build.( Normaly in late game scenario)
and one when one of the tower bumps and it throws them out of the map
you have to add some melee towers
After 8th waves, we can't place turrets...
Did you ensure you didn't hit the tower limit? You can only have 5 towers (1 player) or 4 towers (2-3 players). You can always deconstruct a tower to be able to construct another.
im not the person you responded to, but i had 5 towers then sold one to build another. i lost my money without getting a tower. not sure at what round that was.
played another round, tried to build again, lost all money again for no tower. some rounds later i sold another tower just to see what happens, and tried to build a new one. now i have 3 towers, no money, and cant build more towers :P
(from time to time i see 7 enemies, might have something to do with it. would have checked the inspector if i can figure something out there but its disabled)
Do you by chance get to see any form of error message when this occurs?
Since the shop refuses to open if the basic criteria are not met, one of them being the price of a Soldier 76 tower.
i could open the shop just fine, and i dont remember seeing any error message. im trying another game right now on the same map (busan) but this time its working just fine.
i feel like it might have something to do with the distance and number of enemies spawned. right now im playing much closer to the enemy spawn, because the rounds were so slow yesterday when i built close to my own spawn. yesterday i was sometimes seeing 7 enemies when i press tab and now i see maybe 3 at the time. it shouldnt even be possible to see 7 enemies if 5 slots are assigned to towers and one to the player.
another thing i can mention is that the echo tower can duplicate tracer and start blinking around and make a mess out of your other towers by knocking them around from getting to close :P
Anyway, thanks for a fun mode! i always liked tower defense
That's a funny quark, I'll make sure to make note that Echo shouldn't duplicate enemy abilities.
I did apply a patch to block out construction of a tower if you didn't move your mouse. I assume that's probably what caused it prior.
Why do towers jump around?
They jump out of place a lot into the base sometimes and die:(
Oh they cant be near other towers forgot
Yeah, towers will collide with nearby towers (it's a distance of 5m).
They also collide with creatures a very similar distance.
The bouncing is just to prevent exploitative behavior. :)
How do you instantly start the round without just waiting for the intermission to end? Btw epik game very cool
Crouch i couldnt figure it out lol till i pressed crouch
You can also use the "Acknowledge" or "Ready" voicelines, if you have them bound. It will skip out on the hold Crouch timer.