Home › Forums › Sentinel series › Sentinel 4: Dark Star › Unexpected and Welcomed post, "The Power of Towers"
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September 11, 2013 at 9:56 AM #4750
PaulMemberThanks for the feedback Chipstar! Yes, its been quite exciting adding all these new mechanics to the core gameplay. I really wanted to evolve the game this time whilst still keeping the same Sentinel flavour.
The turret upgrades are still priced such that you get more damage for your money by upgrading rather than building new towers, but the top upgrades are now much more expensive (and powerful) meaning your choice to upgrade isn’t so obvious.
Also, now that towers can be damaged, building new towers means you can take more damage even if you can’t dish out as much! This opens up interesting strategies like protecting expensive turrets with cheaper ones so there is a lot more to think about.
I’m planning on showing off some new things soon, it’s coming along nicely and I’ve been doing some pretty exciting stuff with the graphical effects recently!
October 25, 2013 at 5:29 AM #4781Anonymous
MemberCould I ask whether we’ll be seeing open-field gameplay. My other favourite tower defence series Fieldrunners, revolutionised the genre as being able to direct the flow of attackers through mazes of towers, rather than the typical linear flow only incredibly tiresome and lackluster, demonstrated and overpopularised from Bloons TD, of which is far from my interests.
With attackers finally focused on the actual defence massacring their hordes and preventing them from reaching the destination they never do, now they can attack towers, I would assume that having them be able to do that, tower placement would also dictate the flow of them.
October 29, 2013 at 8:30 AM #4783
PaulMemberHi Hackey5!
Whilst Sentinel 4 has open areas, and the ability to deploy certain units directly onto these areas, it is not a ‘maze builder’ TD. The enemies do not path around the towers. Maze builder TD’s have been around a lot longer than fieldrunners, and as you say they have a very different feel to a path based TD game. I don’t feel this kind of gameplay is right for the Sentinel series, and prefer to evolve our strategic gameplay in other areas as mentioned in the development blogs. I agree that based path based TD’s can feel simplified and tiresome, but with all the features and gameplay ideas packed into Sentinel 4 I hope you’ll find it enjoyable.
November 2, 2013 at 7:31 AM #4784Anonymous
MemberWell, I’ve yet to play a TD where the attackers actually attack the defence they’re trying to infiltrate, so this will surely be an interesting twist which should compensate as far as maze building strategy goes.
Heheh, this time last year I was waiting for Sentinel 4 to come early the next year.
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Still keen.
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