[v0.0.1] From The Ground Up
Where on earth do I begin?
It's been a while and I've finished a somewhat small polished version of UnnamedTD2 - remade from the ground up. Some of you may have seen the older version of UnnamedTD2. Ya'know, the plain horrible grey one with pseudo Minecraft style generation? Let's forget that ever existed alright?
Well, a new version of UnnamedTD 2 is finally open to the public. All be it short on content but it has majority of the mechanics I wanted the game to have. Here are some of the things the game has improved on over UnnamedTD 1 and the old UnnamedTD2:
Better path generation
Using different types of algorithms helped me spread the path out better
Roy's C# AStar pathfinding algorithm is godsend
Better map decoration
Map now uses a heatmap where each node is aware of how far it is from any closest point on the path. This helps me state that certain map decorations or debri prefer to be closer or further away from the path.
Better tower re-targetting
The most irritating issue in the pervious game was tower targetting. Large groups of enemies would clog the tower's targetting system and result in the tower not shooting at all. This is fixed now by giving towers a "let-go" threshold ever so slightly higher than the actual range which allows towers to keep targetting a unit that's slightly out of range and have time to recalculate any other enemies within it's range
Multi Path Upgrades
Towers now have multiple upgrade paths. Unlike BloonsTD, you can only select 1 from the given few.
Tower Abilities
Did I play too much Dota 2? Yes. Was I inspired by it? Of course.
Towers now have a number of passive abilities that augment how a tower operates.
Abilities can be upgraded when a tower reaches a certain level.
Tower levels are gained by accumulating experience which is accumulated by dealing damage.
Tower Line of Sight
Towers now have line of sight and is visualized by the range object.
Improved overall game look
Humanoid models for both towers and enemies
Better environment
Sound and Visual Effects
Phew! That was a lot to go through and there's still more to go!
Status effects is something I want to bring back of course. Torch and Cryosis will be making their way back into the game, in different forms of course. Some enemies are bound to make their way back like the lightning units, bosses who spawn units and slime units that duplicate when killed.
Until then, hang tight because I've got school and I'm kind of lazy but I'll keep the content rolling on this one
Q: Are you going to make this game paid?
A: Potentially. I did spend quite an amount of time on this game and when the game gets more attention and bigger, I'll keep a demo free and release a paid version. Probably around $5? I promise to keep it cheap.
Thanks for reading and have a nice day :D
Files
Get UnnamedTD 2 [Early Access]
UnnamedTD 2 [Early Access]
Procedurally Generated Tower Defense Maps
Status | In development |
Author | UnscriptedLogic |
Genre | Strategy |
Tags | Procedural Generation, Tower Defense, Unity, unnamedtd, unscriptedlogic |
Languages | English |
More posts
- [v0.0.3] Setting The ToneMay 28, 2023
- [v0.0.2] Laying FoundationsMay 21, 2023
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