Jump to content
  • Advertisement
Sign in to follow this  
Kenneth R

Unity 5 - 2D Tower Defense Tutorial

This topic is 782 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Video tutorial:



Official page of inScope:
This tutorial will teach you how to create a 2D tower defense games in Unity. When you have completed the tutorial, you will have a finished game with a "Beginning and an End". Below are some of the things, that we will be implementing in the game.
We will be implementing 4 kinds of towers in our game.
Fire tower: This tower shoots fire projectiles, these projectiles has a chance to apply a fire debuff. The fire debuff is a damage over time effect. When applied to a monster it deals damage every x amount of seconds, as long as the debuff is applied to a target.
Frost tower: This tower fires frost projectiles. These projectiles has a chance to apply a frost debuff, that slows down the targets movement speed
Poison tower: This tower fires poison projectiles. These projectiles has a chance to apply a poison debuff, this debuff drops poison on the ground behind the target. If another mob steps in the poison it will take damage.
Storm tower: This tower fires thunderbolt projectiles, these projectiles has a chance to apply a storm debuff to the target. This debuff will stun the target for an amount of seconds.
We will also be adding 4 kinds of monsters to the game
Red: This monster takes less damage from fire towers, and is immune to fire debuffs.
Blue: This monster takes less damage from frost towers, and is immune to frost debuffs.
Purple: This monster takes less damage from storm towers, and is immune to storm debuffs.
Green: This monster takes less damage from poison towers, and is immune to poison debuffs.
What will you learn?
General Object oriented C# programming
  • Structs
  • Dictionaries
  • Stacks
  • Lambda expressions
  • ICompareable interface
  • Operator overloading
  • Abstract classes
  • Abstract methods
  • Inheritance
  • Constructors
  • Constructor overloading
  • Instantiating objects
  • Virtual methods
  • Overloading methods
  • Enumerations
  • Generics
Design patterns
  • Singleton
  • Object pool
  • A* algorithm for pathfinding
Game mechanics
  • Generating a tile map based on a text document
  • Creating a loading screen with a loading bar
  • Using the A* algorithm to find a path from start to goal
  • Creating debuffs
  • Adding a health bar to the mobs
  • Creating towers with different stats
  • Upgrading towers
  • Showing tooltips ingame
  • Setting win and lose conditions
  • Restarting the game
  • Camera movement inside level bounds
  • Buying and selling towers
  • Spawning waves of monsters
  • Animating the towers and mobs based on their current actions
  • Adding main menu, ingame menu and an options menu
  • Adding SFX -and background sounds.
  • Adjusing the sound levels from the menu
Edited by Knnth

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • 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!