Jump to content
  • Advertisement

Project: Tower Defense

Tower Defense Indie Game Dev Blog #10: Kill 'em Slowly

Sign in to follow this  
EddieK

703 views

This week

During previous week and this week's first half I was primarily working on visuals. This includes rework of Red Alert inspired slower towers, new models for upgraded towers and more.

screenshot1

Glowing Towers

One of the visual effects I implemented is glowing towers. This feature is very apparent in slower towers, but some of you might notice that other towers make use of this effect as well (the little lights at the bottom of the towers). The player will now also have a visual cue about the current upgrade level of the tower. If the level is 1, the tower will glow in yellow, if level 2, the tower will grow in blue, if level 3 the tower will glow in red/violet. 

screenshot4.png

Normal Maps

I also started implementing normal maps into my game. As of now the most apparent tower which uses them is the slower tower. To generate the maps I used the free online tool which does a pretty good job and I think it will be sufficient for now. This is the result:

normal_map

Next Week

For the next week I should be going through and implementing features in my TODO list which includes functionalities such as CTRL+Z to undo tower placement, fix the issue where towers expand infinitely, add jet fighters which drop bombs on turrets, and more. 

screenshot5.png

screenshot2

screenshot3.png


Sign in to follow this  


0 Comments


Recommended Comments

Nice job on the glow! I really like it.

For normal maps I would strongly recommend using xNormal as a free option http://www.xnormal.net/

I personally bake in Substance. :) 

Share this comment


Link to comment
12 hours ago, Rutin said:

Nice job on the glow! I really like it.

For normal maps I would strongly recommend using xNormal as a free option http://www.xnormal.net/

I personally bake in Substance. :) 

Thanks, I'll have a look at it :)

Share this comment


Link to comment

The glow looks really good I don't know how you did it.. I finally got debugging working today in Unity using VS code, however I foolishly updated my Unity and it has broken my Tower Defence (some problem with TextMesh Pro I think). :( So be careful updating! I've now installed Godot engine for a little try, it looks a lot less bloated so far..

Share this comment


Link to comment
On 7/14/2018 at 9:56 PM, lawnjelly said:

The glow looks really good I don't know how you did it.. I finally got debugging working today in Unity using VS code, however I foolishly updated my Unity and it has broken my Tower Defence (some problem with TextMesh Pro I think). :( So be careful updating! I've now installed Godot engine for a little try, it looks a lot less bloated so far..

Sorry for a late reply, for some reason GameDev doesn't show me when new comment come.

Aww... I feel you... That's why I use  version control to keep my files safe and backed up with all the revisions available to me. The glow part was really easy, I just downloaded MK Free glow shader from asset store and followed the instructions. :D 

On 7/14/2018 at 12:38 AM, Rutin said:

Nice job on the glow! I really like it.

For normal maps I would strongly recommend using xNormal as a free option http://www.xnormal.net/

I personally bake in Substance. :) 

So I tried the xNormal, and I have absolutely no idea what's going on there :D 

Share this comment


Link to comment
2 minutes ago, EddieK said:

So I tried the xNormal, and I have absolutely no idea what's going on there :D 

Sadly the interface is crap, but it was a very highly used program for baking before Substance came out with its amazing baking and has become an industry standard. :) xNormal is a good free alternative if you can get past the clunky UI and the slow baking, but it puts out very good normal maps, even OA maps!

I used it on another project recently, I cannot remember why but the maps baked perfectly! If Normal Map Online serves your purpose than no need to change. It's just another option if you're looking. :) 

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
×

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!