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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