<< Dev Blog >>
Hey folks,
I’d proudly like to announce the development of a new tower defense game: Tower Defense Arena. TDA has been a WIP for about 4 months now, and much of the core is functional. We are in the process of updating the artwork out of “placeholder” status, and we’ll begin posting video and screenshots, ASAP! Stay tuned in by following our dev blog @ www.noobdownprojects.com/tdarena. We’ll post links to our facebook, twitter, and youtube accounts, shortly. I will personally be streaming some of the development through twitch.tv, as well - more on that later.
[ OVERVIEW ]
Tower Defense Arena is the next step in evolution for the tower defense genre. We will be taking the genre to a whole new level, by creating an environment where players can be totally immersed in gameplay. We will be combining more strategic elements, such as base building, resource collection, power management, researching, and unique factions to create gameplay where a player can be totally involved. Pulling from the RPG genre, we will also be implementing a leveling system, where a player can unlock abilities and structures, as well as gain skill points.
Even more exciting is where we will be taking the multiplayer aspects of the game. We will be taking tower defense, which has been a hyper-casual genre to this day, and we will be throwing it into competitive play. Players will be able to engage in TDArena’s competitive ranking system, where they will compete in ranked 1v1 or team matches, with the help of match-making.
In a conventional tower defense game, players are confronted with creep waves, which have a specific numbers and types. This will be true in Tower Defense Arena, however players will also be able to use resources and researching to queue up additional creep of various types, as well as improving upon the default creep. Players will be able to purchase and research enhancements for their creep, such as increased health, increased speed, regeneration and much more.
Aside from competitive matches, players can take part in other game modes, such as Classic and Survival. Classic mode plays a normal game of tower defense; players will not be able to control creep aspects of the game and can focus on other things. Survival mode pits player against an endless number of increasingly difficult waves, where the winner is the last one standing.
You can read this information in a bit more detail by visiting our vision page on our dev blog @ http://noobdownprojects.com/tdarena/?page_id=21
[ SCREENSHOTS/CONCEPT ART ]
Resource collecting with some of the new artwork implemented
Tower combat and implementing Detonator Framework
[ VIDEO ]
Coming soon
[ FEATURES ]
NOTE: Much of this is under development.[/CENTER]
- Singleplayer
----- Campaign
----- Custom Games (Normal, Classic, Survival, and more) - Multiplayer
----- Ranked / unranked match-making system
----- Detailed leaderboards
----- Ladder-based tournaments
----- Market for purchasing new structures, skins, and more (In-game currency)
----- Casual game modes (Classical and Survival) - Achievements
- Leveling system
----- Experience
----- Abilities
----- Skills
----- Unlockables
----- Persistent account data (Must be logged in to record data)
---------- Singleplayer progression can be transfered, but must be logged in
---------- Offline progression is not recorded - Factions
----- Unique structures
----- Unique abilities
----- Unique skills - Base Building
----- Free placement (No grid-style building)
----- Start with your Command (Generates steady income and initial power supply)
----- Power supply structures
----- Resource collecting/generating structures
----- Loads of towers
---------- Start with basic towers
---------- Unlock additional towers from leveling, skill points, winning matches, or completing certain achievements
----- Device structures (Think of these as items you can equip and deploy in-game)
---------- Provide bonuses to nearby towers
---------- Different rarities that provide scalable bonuses
----- Of course, upgrading - Technology
----- Research enhancements to improve all specified turrets
----- Queue system - AI Director
----- Scalable difficulty
----- “Elite” and Boss spawns
----- 100% customizable for a possible map editor
----- Enemy creeps
---------- Countless attributes (Health, armor, resistance, speed, and more)
---------- Countless special abilities (Regeneration, shields, flying, swimming, phasing, and much more) - User-friendly GUI
- Beautiful particle and lighting effects
… This list will definately grow (So keep an eye on it).
[ THANK YOU ]
Thanks for taking the time to read this post. As I have a different perspective of the project, I’m sure I forgot loads of features and information. So, if you have any questions or comments, feel free to post - I will do my best to reply. Please keep our development blog bookmarked, so you can stay updated as we progress.
Pentagram
Noob Down Projects