King Randall's Party is a side-scrolling fortress defense game where you build your defenses block by block, from the ground up, to defend the Royal Treasury from... the King! King Randall MCXXXVIII has just been crowned and has decided to throw a massive coronation party in celebration. You, playing as the Royal Treasurer, cannot allow the kingdoms precious funds from being spent in such a frivolous manner; the King must be stopped!

Report content RSS feed Devlog2 - Destroying blocks and collapsing!

A new Devlog showing off how the enemy destroys the environment, as well as some structural collapses. I also go a little into the Construction system, and why it's important.

Posted by GorillaOne on Feb 5th, 2013

So I'll clarify a bit here, since I only barely mention it in the video. Enemies don't simply attack objects they come into contact with. A wall, such as in the video, will have several pathfinding links going through it. These links will be of a Tunnel type. When an enemy gets to a Tunnel link (or any other construction type: bridge or ladder) instead of moving through it, it sends a ConstructionRequest to the game. The game then plans out what the tunnel will look like, and sends out a bunch of orders to different units to destroy or construct tiles.

Ok, so what's cool about this? Well, since I can easily edit the contents of this Tunnel plan, I can make it so that instead of JUST destroying the tiles, the enemy also replaces them with support tiles to prevent collapse. It's a pretty neat, robust, and flexible system. I'm excited to see how I can expand it to help create a better player experience.

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Guest Feb 5 2013 says:

What is the rison of making a copy of gorgeusly made game - witch is still developed?

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GorillaOne Author
GorillaOne Feb 5 2013 replied:

Depends what game you're talking about, and what you mean by copy.

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Imagamer45 Feb 6 2013 replied:

He is referring to King Arthur's Gold, I suspect.

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GorillaOne Author
GorillaOne Feb 6 2013 replied:

I figured too, I was just asking him to elaborate on his statement so he himself could think through the comparison more completely. Looking objectively at the two games, the similarities between KAG's Deathmatch/Capture the flag, proposed multi-screen, persistent multiplayer gameplay and KRP's single player, fortress defense gameplay aren't exactly uncanny.

Clearly the engineer gameplay in King Arthur's Gold was a big inspiration for me, as well as Minecraft (I have videos of me playing both on the youtube page). However, I wanted to build a game that was focused on singleplayer, fortress building (without much if any resource collection) and tower defense-esque waves of resourceful and intelligent, but deterministic, enemy AI -> a much different direction than KAG, with a different starting point.

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Shinobi^64 Feb 5 2013 says:


{Enemies don't simply attack objects they come into contact with. A wall,}

i wont to see Pieces of Rocks on Air...please make up this first.

i think its better all each of enemies standing on a slot like constructions , we can see what they doing .


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GorillaOne Author
GorillaOne Feb 5 2013 replied:

You can see blocks collapsing at 1:25. :) There will be more epic (and subdued, I won't discriminate) in the coming videos.

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