Jump to content
  • Advertisement

Tower Defence second Alpha Version

lawnjelly

815 views

This is my second alpha version for my gamedev Tower Defence challenge entry. Fingers crossed the links will work. :)

Linux64 (40 megs)

https://www.dropbox.com/s/jfzzh3rluzd6a3h/TowerD_012_Linux_x86_64.zip?dl=0

Win32 (32 megs)

https://www.dropbox.com/s/8uj1zo8izp0weg3/TowerD_012_win32.zip?dl=0

Android (49 megs)

https://www.dropbox.com/s/60rnljff8al5ugw/TowerD_012.apk?dl=0

towers.jpg.2747ccf3214398400e13f69a455652e8.jpg

I did miss out on several days because my internet got taken out due to a massive lightning storm, and Unity editor refused to run without an internet connection...

However new features:

  • 3 new enemies .. bird, spider and boss
  • 2 new towers .. ballista, plasma tower
  • Each level is now scripted, each wave and enemy
  • Some terrain improvements
  • Projectile models (bullet, cannonball, plasma, bolt)
  • Tooltips on tower buttons
  • Lots of changes to game rules / balancing
  • Templates for each tower and each actor type
  • Player has 3 lives

boxer.jpg.3db208df169c60869a5bab8ca7910b94.jpg

Tip:

I don't think I gave enough cash for the first level in this build, but you can win usually by building 3 of the first cheap tower and 1 of the second tower clumped together in a group, that way the towers can defend each other and they aren't too expensive. Once you get past the first level the cash reward for completing the level is quite generous.

Android Build - edit

After some considerable effort, I finally got an Android build working. The build kept hanging while trying to bake lightmaps (which I had been trying to turn off), but after several hours experimentation and changing options randomly I finally got it working.

The APK size is nearly 50 megs, no idea why larger than even the linux build. But it does run, choppy on my old tablet when there's much action happening, but shows potential. I think the particle effects will be slowing it down so I'll add options to turn them down.

Also with a tablet touchscreen there is no preview of whether you can build on a spot because there is no 'mousemove' equivalent, only a touch, which is like a click to build. [Also I'll have to scale up the tower selection buttons on mobile because it's easy to click to build instead of hitting the button when you don't have a mouse.] FIXED



3 Comments


Recommended Comments

I'll give it a go later tonight! :) Link works for me - Windows one.

Share this comment


Link to comment

Excellent!!! The smoke and other effects are cool bro ^ _ ^y and the terrain level is changing on every wave... oh look it's a BIRD!!!! 

Share this comment


Link to comment

Thanks guys and good is working. :) I think it needs a tech tree so not all the towers are available at the beginning.

It also seems that the best strategy is build a bunch of towers close together so they can defend each other .. however, I need to figure a way of handicapping this so that you need to build towers in more than one area to make things more interesting (maybe by placing trees etc to limit the area sizes available?).

The terrain does change each level, and whether there is rain or not, I will try to add more things to be consistent between levels so there is gradual change.

And maybe I should have a look at having multiple paths to the base, that shouldn't be too hard and will make the gameplay more interesting.

Share this comment


Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
  • Advertisement
  • Blog Entries

  • Similar Content

    • By Jreal
      How could I animate a model that has been created from high-fidelity scans with blend shape-based facial rigs?
      Should I find a set of Unity|Unreal plug-ins and packages (middleware, libraries, tools, etc...) that separately do speech synthesis, lip sync, cheek movement, eye rolling, etc...?
      I know this is a broad question, but I would appreciate some pointers to help me understand how I can create verbal & non-verbal behaviors in such a model when I open it in Unity|Unreal in order to create a primitive virtual human.
    • By marcus12
      Hello,

      Glad to share that our mobile game: Solbot Energy Rush available on Android and iOS platform got accepted into:

      Indie Prize Showcase at Casual Connect Asia 2018 to be held in November-12 to 14.

      As indies it's a big encouragement for us!
       
      Playstore: https://play.google.com/store/apps/details?id=com.freakoutgames.chromaflyer

      iTunes : https://itunes.apple.com/us/app/solbot-energy-rush/id1368418939?ls=1&mt=8
                                                                                   
    • By jb-dev
      This is a nicer version of the spa room, plants included!
    • By Ordnas
      Rocky Knight
      https://ordnas.itch.io/rocky-knight
      Rocky Knight is a Beat 'em up prototype game developed by Alessandro "Ordnas" Capriolo.  

      Featuring the beautiful 3D fantasy assets from Synty Studios, and the music scored by Aaron Krogh, 
      Rocky Knight builds upon a classic gameplay with a fresh story and dangerous boss fights 
      inspired by the arcade-style from the 90' like Double Dragon, Knights of the Round and Final Fight. If you liked this game follow me on Twitter:
      https://twitter.com/CaprioloOrdnas
       
       


    • By Jonty K.
      Hi, i just made a simple game. An infinite cube runner typish, i used object pooling for repeating platform and and another object pool for obstacles(that are to spawn randomly on x axis), but the game is jittering too much, please give any improvement for any efficient solution in the scripts i have attached below, would be greatly appreciated  btw i like to build this game for mobile device(android).
      PoolManager.cs
      Spawn_Obstacles.cs
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!