Game
Tower Defense Test Unity
2 years ago

Dev Log 1 - Returning Content (1/7/2023)


TDTest Unity has been a project I've been working on for only a few months now, and given that this page was recently set up and I've done a few polls, I've decided I should start doing some dev logs for the game itself.

This project is mainly here to overhaul TDTest and adjust various aspects of the game to make it better than what it once was. The main thing to make this all possible was Unity itself, as the engine used for the original, Clickteam Fusion, was extremely limiting in comparison to what I can do with Unity itself.

Now I should point out that it will take a while for the game to get everything the original had, as not only am I redoing everything from the ground up, with brand new ideas and mechanics, but I'm also adding in various new systems (for example, the Tier 3 upgrades that were polled for a few days ago).

So, first things first, what's planned for the v0.1.0 update? I'll first go over what's currently planned on returning, and might go over what's new in a later dev log.

Returning features in v0.1.0:

  • 4 of the 14 towers: Crossbow, Oceanic Ship, Magic Orb, and Brewing Station

  • All of the Standard round enemies

    • This does not include Freeplay exclusive enemies, such as Magic Crushers

  • 1 of the 15 maps: Plains

  • 8 of the 10 gamemodes: Sandbox, Easy, Medium, Hard, Extreme, Last Stand, Half Cash, and Ramped Up

    • No Income was renamed to Last Stand

  • Player leveling

    • Starts on Level 1 instead of Level 0

    • Now used to unlock various things in the game, but for v0.1.0, the only thing this applies to is unlocking towers

    • XP requirements have been greatly reduced however, so you should level up significantly faster compared to the original

    • Additionally, harder map difficulties grant more XP

      • Intermediate: 10%; Advanced: 20%; Expert: 30%; Extreme: 40%

        • Despite Plains being the only planned map, it will still count as Intermediate and as such get the 10% bonus

  • Stones, renamed version of "C" with a sprite

    • Yes, this is a CvZ reference

      • (Yes, I still plan on doing something with that game, whenever that may be)

  • Map borders

    • Currently just standard brown & gold

      • Gold borders require all 7 difficulties to be completed on a map (excluding Sandbox for obvious reasons)

  • Current and upcoming round information

    • An overhauled version of a feature the original had prior to 2.0

    • Now shows the total "enemy strength" of the round, and then shows the round length below it

    • At the bottom of the display is a pair of icons

      • The icon on the left glows green if there are hollowed enemies in the round

      • The icon on the right glows green if there are shielded enemies in the round

  • Saved games

  • Discord Rich Presence

There is content planned in case I have spare time after implementing all of the above, but if I don't get around to it, the extra content will be added in later versions.

Next dev log, which will likely be in a few days, I'll talk about some of the menu overhauls that have been done.



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