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Kamis, 09 April 2015

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Description


Base Invaders is action-oriented RTS best described as a combination of “Tower Defense”, “Defend Your Castle”, and “Lemmings”. The game features a large variety of traps and invaders which each feature unique uses and abilities.

The player can defeat invaders either through traps placed in the level, or by grabbing and throwing the invaders. Levels generally have a series of “waves” where a preset group of invaders attempt to destroy the tower; in-between Traitor introduces new traps and invaders, and offers various words of wisdom.



Story:

You are the “Hand” a disembodied appendage that has been tasked with defending the “Tower” from a hoard of armless, aggressive, invaders. Your sole ally is “Traitor” a turncoat, basic invader who has decided to join you and designs your traps and offers advice throughout the levels. It is unknown whether the invaders truly wish to destroy the Tower, or if they are simply trying to take out Traitor, but regardless, their objective is the same, to take out the Tower.

 

 

Read on for descriptions of all the invaders and traps in the game. Or check them out IN GAME!
The Invaders:

Basic Invader

After overcoming years of denial, the invader has accepted the fact that he is not good at anything in life, and takes his place among the anonymous rank of invaders.  He is the most common invader who moves directly towards the tower.  If he decides that the route is too difficult or impassible, then he will start attacking traps or walls that get in his path.

Bomber

Invaders who are convicted of a felony are given the option to do 1,000 hours of community service or become a bomber.  These invaders wander aimlessly with a timed explosive on them.  When it detonates, a large blast shoots from the bomber and damages friend and foe alike. His tough thick skin makes him resistant to damage and he is too heavy to be blown around by fans.

Driller

The driller is the type of invader who likes to think outside the box.  When he encounters a trap or a wall, he tunnels under it and emerges past the player's defenses and much closer to the tower.  The drill bit on his head is quite heavy which causes him to be much slower than the average invader.

 

Kamikaze

Only the most mentally disturbed invaders go the kamikaze route. Running as swift as the wind, they charge forward and detonate themselves against the first trap or wall that gets in their way.


Miner

Bent on destruction and angry at the world, the miner actively attacks any wall or trap it encounters until one of them dies.  More powerful than the basic invader, he is adept at attacking.  However, his speed is not as great as the basic invader.

 

Ninja

Training for a ninja involves placing the recruit into the most horrible environment imaginable and seeing if they manage to survive for a few weeks; most do not survive. Those who do survive become swift and agile, able to scale traps and walls in a single bound.

 

Psychic

Through extensive training, psychics have developed a method to move objects around through willpower alone. When they encounter a trap or wall, they alter its position with their mind powers to make the path to the tower as direct as possible. Since they float above the ground the spring trap will not trigger. Some say that is the dark sensory depravation chambers that give them such a large eye.

Spiker

After viewing some of Earth's high-quality 80's flicks, certain invaders have become enthralled in the retro counter-culture.  Being as they don't have hair, they have made spiky Mohawks out of metal.  They move at a slightly slower speed than a basic invader.  Whenever danger looms the spiker he huddles down, spikes facing upwards, and waits; spiking anything that would dare grab him.


Squad Leader

The few who actually manage to survive a successful invasion instantly get promoted to a squad leader. These observant individuals are able to detect traps and coordinate other invaders' actions to get to the tower. Invaders near the Squad Leader foolishly believe their chances of survival have increased and receive bonus attack and defense power. Except for other Squad Leaders that know better.

Stacker

The stacker is by far the most conscientious or lazy of the invaders.  Instead of attacking head on and achieving glory for himself, which would require work, he stays behind and provides other invaders a stepping-stone on which they can scale walls with ease. With heavily reinforced box armor, this is the toughest of the invaders.





Traps:


Bomb: A small timed bomb, that drops from the hand’s position. It can be used to cheaply destroy misplaced traps, or kill invaders with its explosion.

Wall: Moderately tall and cheap to build, walls block invaders from progressing, until they’re destroyed. They can be dragged out to form lines quickly.

Hammer: This oversized mallet slams down and kills the invaders in front of it. It has a set number of uses before it breaks down.

Fan: The spinning blades can propel any small invader in the direction if faces, blowing them into harms way. Its speed decreases with use.

Spring: Carefully hidden beneath a giant red ‘X’ this device throws invaders into the air away from the tower. Cheap parts mean that this trap will break down after several uses.

Laser: Entombed in a ziggurat, this mechanical marvel will pop out to shoot at any nearby invaders. The shots are tracking, so no invader can escape. Its batteries recharge over time.
Zapper: A massive bug zapper retrofitted to deal with the invading menace, this trap will instantly electrocute all invaders around it. Its massive power usage causes a delay between each electric discharge.

Axes: Two blunt, rapidly spinning axes serve to whack invaders around in all directions. Hitting invaders, however, slows the axes’ speed.

Poison Mist: This toxic pump continuously generates poison clouds that infect invaders, damaging them over time. The clouds are light enough to float through cracks in walls, yet can be blown with fans and grabbed.



Bulb: A giant monument to Thomas Edison’s invention, this trap can blinds nearby invaders, causing them to randomly wander around, unable to attack. The power surge required causes a delay between flashes.

Flame: Spewing napalm over all nearby invaders, the flam trap can ignite any nearby invaders. These flaming invaders, while still alive, will also set others on fire.

Vortex: The product of a multi-dimensional portal experiment gone bad, this trap sucks invaders into a space rift, killing them. Suction power decreases with use.

Satellite: Death from above. This high tech marvel comes in two parts; first a transmitter is placed on the ground. Then the aerial satellite laser replaces the Hand, and shoots a continuous beam of death onto the ground. This beam costs money when in uses, and gets disabled when you go broke.

Missile: The mother of all traps, the missile trap will fire a devastating close range nuke. All surrounding invaders are instantly vaporized, along with any traps or walls. (Hint: Don’t place near your tower!)

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