Game
Tower Defense Test Unity
2 years ago

Dev Log 2 - Enemy Changes (2/22/2023)


Starting Note

Would like to start this devlog by apologizing for the long gap between this and the previous devlog, lost track of time due to various things. As there's still plenty more to do with this game before I believe it's ready for a v0.1 release, there may still be a few weeks worth of waiting to do.

Now I know I said in the previous dev log that this would be about menu changes, however as there's still some stuff I wish to do with them, that will be held off until a future dev log, I don't know when. Instead, I'll go over some of the finished changes with enemies themselves.

First Things First, Resprites.

Everything in the game got resprited, even if it's not apparent for some specific aspects of the game (this doesn't include some of the stuff in the WIP screenshots as of this point). With the resprites comes a few major redesigns for various enemies, which I will show here.

(Left is the original, right is the resprite)

basicenemyresprites.gif

Small adjustments to the Crusher enemies

bossenemyresprites.gif

Hollow enemies have also had their sprite modifier changed to be something more fitting instead of just the BTD6 Camo effect. The sprite modifier is also similar to what the original hollow effect would've been like before it was changed during the development of TDTest v0.6.0.

hollowcomparison.png

More Importantly, Technical Changes

Enough of resprites, let's talk about various stat and other internal changes. First things first, the Shielded modifier can now be more than 2x HP, as it's now adjustable per enemy, however the only enemy so far that gains more than 2x HP from Shielded is the Metal enemy, which can now be Shielded.

Additionally, enemy "damage type immunities" have been reworked into enemy "damage type resistances". While this means nothing for enemies reimplemented in v0.1, this allows certain enemies to take off a certain percentage of damage based on damage types instead of just being immune to them.

Due to the damage resistance change, attacks with bonus damage towards certain immunities will scale off the resistance to the attack (for example, if the attack does +4 damage and the enemy has 50% immunity, the attack will deal +2 damage). This has no effect if the resistance is negative (aka takes more damage from that damage type).

One major thing that was done is that enemies no longer use the stutter-based movement whatsoever now, and can move in more than just the cardinal directions. This allows for various changes towards map internal pathing to better reflect the visuals of a map.

Since the stutter movement is gone, knockback is now significantly weaker but it may see improvements based on how negatively impacted the various towers that rely on knockback are.

When an enemy died in the original, the children would spawn in a tight group, often being impossible to tell if they were separated. Now, the movement and pathing reworks allow for a solid amount of spacing between enemy children.

Last but not least, while a slightly minor change, Browns have been renamed to Shelled. There's not too much of a reason behind this change besides wanting them to sound slightly more important than just the name of a color.

Ending Note

That's all the major details for enemies as of right now. I don't know for certainly what the next dev log will be about, but what I do know is that it shouldn't take a month and a half to release.

Also, there may be another poll up soon, depends on if I really want the new feature I'm thinking of, we'll see.



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