LUA Programmer for a Tower Defense Functional Prototype (Corona SDK compatible)
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We are looking for a LUA based programmer who must have knowledge of mobile application development and use of the CORONA SDK ([url removed, login to view]).
THE FINAL PROTOTYPE MUST FUNCTION ON A CORONA SDK iPAD/ANDROID SIMULATOR
(free to download and use)
THE LOGIC SHOULD BE OPTIMIZED FOR HIGH FPS ON MOBILE DEVICES.
THE LOGIC MUST NOT USE THE CORONA PHYSICS ENGINE.
We are needing a working core logic prototype for a TOWER DEFENSE game engine (similar to Fieldrunners 2, Toy Defense, Bloons TD). The prototype will need to handle a variety of logic tasks (outlined below). The code will need to be clean and compartmentalized for ease of use and expansion by our own development and graphics team. The code should be well commented in English. All names and variables should be in English.
The core logic will need to do the following:
+ Allow for up to a 300 count enemy wave to find its own path from one entrance to an exit through an open field and not allow themselves to be trapped by tower placements using the A* algorithm. The logic must work on a 13x21 overall landscape tile grid (including entry exit tiles any any side). (see uploaded fieldmap example)
+ Actual Enemy paths should be irregular and organic from the primary logic path(s). In other words...enemy units should not follow the exact same line...but find various paths (or slightly altered lines) to their destination (Fieldrunners 2 behavior).
+ Allow separately for up to a 300 count enemy wave to follow a path of preset waypoints from one entrance to up to 4 exits - allowing for path forks & intersections of the path. (see uploaded pathmap examples)
+ The primary enemy path should be cleanly displayed upon game pause or during tower placement.
+ Defense Turrets must be customizable and be able to detect enemies at various ranges and be able to prioritize by strength, proximity, damage (less life priority), touch focus, and/or enemy type.
+ Select Defense Turrets must be able to be aimed (via touch & drag) and locked (upon release) and have up to a 180* FOV for enemy targeting.
+ Defense Turrets must be customizable and have a variety of preset targeting options including: Follow Touch Target, Auto Target (see + above) , Patrol Targeting (tower “moves” between 2 points with auto targeting), Locked Focus (see previous +), and/or Frag burst (kill/damage explosion zones).
+ Towers must have multi-target capabilities.
+ Defense Turrets must have “No Friendly Fire” capability.
+ Defense Turrets must be able to receive damage from enemies.
+ Enemies must have the capability to “hide” from Defense Turrets behind walls or other field objects. In other words, Turrets cannot shoot through walls.
HERE IS AN EXAMPLE VIDEO OF THESE TURRET CAPABILITIES IN ACTION: [url removed, login to view]
+ Enemies must be able to be customized, tracked & manipulated in real time (by the core engine) for speed, strength, armor, shield, etc.
+ Enemy paths must be as naturally fluid & smooth as possible.
+ Enemies must be able to target & shoot at nearby towers and inflict damage on those towers (if preset).
+ Entire prototype must have 3 speed capability (norm spd, 2x spd & 3x spd) via a 3-way toggle button.
+ All gameplay action must be allowed to be PAUSED via a pause/play button.
+ All gameplay action must be allowed to be saved at any moment in time to be recalled at a later session. SQLite may be used for this task.
No artwork is needed for prototype.
Colored vector objects (with direction markings) should be used to display the various elements outlined above.
If clarifications and/or more info. is needed...just ask.
Please bid accurately. Delivery needed within 60 days.
If job is done exceptionally well & is delivered in good faith with care & skill, expansion contracts for this project may be awarded to them exclusively as well as future logic development contracts for mobile gaming. Yes...our company has very successful titles.
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