Re:Pathfinding for Tower Defense
by sowbug on Tuesday January 01, 2019 @03:21PM
(#18802081)
I don't know why I love tower-defense games so much, but I think it might be because playing feels like programming. Nearly every TD game I've played is deterministic; in fact, I think random gameplay elements would ruin the appeal. That means the challenge of the game is not being lucky or twitchy, but rather figuring out the rules and how to optimally apply them. That's also what I like about programming.
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Re:Pathfinding for Tower Defense
by loosetypes on Tuesday January 01, 2019 @03:35PM
(#18802177)
Kind of depends on at what level your thinking about though.
In most games some towers can have a random aspects in deciding where/ what to attack. This can lead to variation of outcomes when replaying a given wave but amortized over an entire game the results are more-or-less static on a percentage basis.
Which is amusingly similar to probabilistic algorithms, so maybe that just reinforces your point.
I created a flash version of Gem Tower Defense 11 years ago because I was attracted to the randomness of the gameplay. I recently release a free iOS version.