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terminal_defense's Introduction

Terminal Defense

๐ŸŒ Work in progress, soon playable ๐ŸŒ

Build Requirements

ncurses library

To install it in arch linux:

$ pacman -S ncurses

Overview of this project

Tower Defense game written in a modern C++ style and is run in the terminal using ASCII art. Currently this project only supports ncurses and is only tested on the Linux platform. The GUI is handling all rendering of the game and also gets all the keyboard input.

The content is loaded from files located in the info folder. The key for building a tower is loaded in the Game constructor, so you will need to restart the game when adding a new tower; however, when modifying a tower, you only need to start a new gameboard (map).

Viruses and projectiles can be added and modified. And only need a new game session(gameboard object) to run to update.

Story, so far...

You are a hacker minding your own business when suddenly viruses are invading your terminal! Viruses (as is common knowledge) begins on the right side of the terminal and travels to the left side. You lose 1 Terminal Control point(TC, your lives) if you let a virus get to the left side. If your TC reaches 0 you will lose all control of your terminal, which is terminal for you. To be victorious you need to eliminate all of the invading viruses.

You defend your terminal by building towers. Towers costs RAM to build (you need to place them somewhere in your memory), you gain more RAM by destroying viruses (viruses occupy RAM, but it is freed once they are destroyed).

Game mechanics

You cannot block the path entirely. You cannot build the would-be-blocking tower. The Virus will find a path through your maze, they are very clever. You cannot build anything during the waves of virus.

terminal_defense's People

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terminal_defense's Issues

portability

Currently only tested on linux platforms.

Homing projectile path

The path that the homing projectile takes is ugly.
(Below '-' means empty since whitespace is spooky in markdown)
As it is now:
i'''''''
--------'
---------'
----------@
As it should be:
i''
---'''
------'''
---------@
The changes should be made in "bool HomingProjectile::step()"

Environment

Environment have very basic functionality thanks to #16 .
Though we want to make it so that each number in environment can have effects.
This could be done by having an environment object in which we put modules. And then you can ask the environment object if it is a buildable spot or give it a virus/tower/projectile and it applies its effect on that object. Instead of just checking int numbers as it is now.

GUI - Frame drawing bug

Found interesting bug:
When drawing the cursor the right side of the frame is erased.
But it only seems to appear when the board is large enough.
Found in dimensions 10x80

Current Wave in Intel

If the game will have many waves (very likely) it would be nice to know how far one has progressed. Current wave number / Max wave number would be nice to have in the intel

Should make sure we do not include anything not used.

I all files a lot has been rewritten.
We should make sure that everything included actually is used in the code that they are included.

  • Files in root dir checked
  • Files in maps checked
  • Files in virus checked
    • Files in wave checked
  • Files in tower checked
    • Files in projectiles checked

Start menu

A menu when the game starts to select map, campain, load and exit.
Or something like that.

Must hard-code towers to build them

When adding towers you need to add them to the key->function map manually as well. You should be automated and read from file.

The tower file standard might need som additional information for this to be implemented.

Intel info

What the intel message should contain

Stats:

  • RAM (currency)
  • CP (control points, hp)
    Info:
  • Next wave number
  • Last wave number
    Control
  • Build button info
  • Next wave button
  • Menu button

optional:

  • fps

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