Announcing our 3D TOWER DEFENCE STARTER KIT

Hey guys :slight_smile:

We are glad to announce that we are almost ready to release our 3D Tower Defence Starter Kit.

This starter kit, just like our successful 3D Match-3 Starter Kit, is realized at a quite high standard and obviously working and tested on mobile platform as well.

Our Roadmap is split in three milestones:

Release 1.0 (now in QA):

  • Editor extension to visually define the enemies’ wave paths (based on iTween): you can define as many waves paths you want; each path has its own set of waves and enemies
  • Usual stuff: base tower costs, upgrade costs, damage levels, speed, fast forward and so on
  • Unlimited configurable Towers’ action animations, allowing to set also the muzzle transforms, unlimited firing audio and visual effects on a per-upgrade level basis (each level can have as many animations and effects you want)
  • Wave manager allowing unlimited waves and unlimited enemy objects, integrated with animated characters and wheeled vehicles. Spawn/die audio and visual effects configurable on a per-enemy type basis.
  • Unlimited and fully customizable tower upgrades
  • Camera modes: free fly and tower look (like the player sits on top of the selected tower following the action)
  • The player at any time can decide to get into a tower and play in first person, orienting the tower and choosing to fire manually or set on auto-fire mode.

Release 2.0 (Q2 2012):

  • Air support: the player can buy air support at every defined time interval, event or simply unrestrictedly.
  • Network: multiplayer with Coop and Vs modes

Release 3.0 (Q4 2012):

  • Network: MMOG Server side support to allow implementation of statically stored virtual worlds that continue playing 24/7 accepting players at any time if an available game slot is free. Game slots are configurable to allow small or huge server configurations.

The introductory price for the version 1.0 will be $110. The price will go to $165 upon release of version 2.0 and finally $260 upon release of v. 3.0.

I hope you’ll enjoy this :slight_smile:

A few screenshots:

Sounds like a good idea for a package. Do you have any screenshots to show us?

If we buy it at release 1, and you release the upgrades, do we get those for free, or do we need to repurchase the package?

@Spk: if I put out screenshot before QA stage one is finished my Marketing Manager (and wife!!!) will kill me :slight_smile:

@SAWFISHUSA: No hidden charges: release 2 and 3 will be pushed on the Asset Store as updates of release 1, so you’ll get them for free. It’s the whole marketing point of issuing this package in three stages: having the core well implemented and in use in actual games you’ll be developing will make sure that release 2 and 3 are built on a very solid and proven codebase. In between 1 and 2 I’m sure that we’ll have to push a couple of bug fixing updates based on the feedback of early adopters. These early adopters are rewarded for their collaboration by getting release 2 and 3 as updates. Same goes for people buying on release 2: they’ll get access to rel. 3 as a free update :wink:

Bookmarked :slight_smile:

Hey guys,

just added four screenshots to the opening post :wink:

Hey, looks good.

I think some videos of it working (both on PC and mobile if possible) would help sales :slight_smile:

Dan.

Hey Dan,

upon release there will be videos and a web player with the demo scene along with an Android package to download and test a mobile demo scene :wink:

Pino

When will it be released? any ideas?

I’m working to push this out this week :wink:

I’m exited to see the webplayer!

Have you created several auto-fire modes? For example, it would be nice to being able to tell each tower which kind of enemy should be killed first:

  • Attack the First Enemy in Range (the enemy who is closest to the exit)

  • Attack the Last Enemy in Range (the enemy who is farthest away from the exit)

  • Attack the Fastest Enemy in Range

  • Attack the Slowest Enemy in Range

  • Attack the Strongest Enemy in Range (the enemy with more health)

  • Attack the Weakest Enemy in Range (the enemy with less health)

  • Attack Air Units in Range (the tower will attack first air units)

  • Attack Ground Units in Range (the tower will attack first ground unit)

If we can define different Enemy categories:

  • Attack Infantry Units in Range
  • Attack Armored Vehicles in Range
    .
    .
    .

Hi guys,

sorry for the late update. Our QA round came back with a list of red lights about mobile implementation so we had to re-think a few things. This is now back in QA: fingers crossed :slight_smile:

Looking forward to it.

Hi guys,

3DTDSK is ready to be shipped but I don’t have the final ok by the QA because we’ve been hired to urgently produce two iPhone games, so because paid work takes precedence all our own production is held. I think that QA will give a green light in a week time, when we’ve delivered the first of the two games.

Sorry for the delay!

Any news on this?
Thanks in advance.

Hey Mark,

we have been stalled by a lot of paid work that came in (BTW, we still are looking for really capable C# contractors!) so this project, like many others, has been delayed. We are thinking about releasing in a Beta with a very low price tag to help us with the QA. We’ll post here some more info next week.

Cheers,
Pino

Curious if you had any updates regarding this package.

Has this died never to be released?

Hi,
While we were still refining this we saw 2 similar kit being published so we decided not to invest more on this.