Tower Defense [WIP]

A friend and I spent the last little bit learning Unity and this is what we came up with.
We don’t know any artists so the game doesn’t look that great but we added as much functionality to it as we could.
The game needs a lot of balancing tweaks (gold, enemy health, tower damage) but we would appreciate some feedback and any bugs you might come across.

The game is a simple Tower Defense with 3 different towers:

  • Red(AOE) - shoots up to 5 targets within a close range of the target hit (75% reduced damage)
  • Green(Glaive) - bounces up to 4 targets from the target hit (unlimited range and a heavy reduction in damage per bounce)
  • Blue(Slow) - creates a pool on the ground that slows enemies.

You can change their damage, range, and speed on the fly (there will be limits to this added in the future). Also you can change their targeting modes between closest to the start, closest to the end, lowest hp, or set enemies as a priority target manually by selecting them.

The features we are most proud of are:

  • randomly generated mazes used as a level
  • procedural generated meshes that build the walls
  • the selecting/targeting system

I added a level with increasingly harder enemies each wave to test with: The test level < web link

Things that we have received feedback on so far:

  • the camera is not smooth enough and you can lose the level
  • the build system should be faster and more intuitive
  • the maze should be utilized more by the enemies and a path drawn so you know where the enemies will go

And some screenshots:

April 25th - Updates

  • Streamlined the build function
  • Added [1,2,3] and [r,g,b] key-bindings to build towers
  • Target selection beam is now colored red and stays enabled on priority targets

The web-player build is being updated periodically so check back every once in a while and please provide feedback, thank you!

Test Level < web link

lol at the sounds ^^

Hey guys this is awesome! Some suggestions for you if you haven’t thought of them already. 1. Add in fast forward, play (And maybe even pause) buttons. 2. Maybe add in a mini-map to see where all the enemies are. 3. KEEP IT UP!! :smile:/

Pause is key-binded to ‘p’ right now but yea a fast forward and play button will be added very soon and we never thought of a mini-map! That’s a great idea.
Thanks for the feedback!

Glad I could help! Do you know if you are going to be making this into a app for phones, or just on computer?

this is cool!

April 29th - Updates

  • Added options to the pause menu: disabling the floating numbers and audio controls.
  • Added speed control to the game
  • Added a limit to the amount of projectiles/floating numbers on the screen at once (200 each)
  • A ton of refactoring
  • Added life to the end crystal but no end game screen yet
  • Added prototype for obstacles
  • Added game-wide and tower based statistics (kills, total damage done)
  • Added hotkeys for quite a few things (Pause: space, Speed: tab, Priority target: F)

For the next update we will be working on menu systems, and remaking the camera controls.

Test Level < web link

May 3rd - Updates

  • Reworked the camera controls, (WSAD QE) to move and rotate, Right-mouse button to rotate aswell.
  • Bounds so the camera stays close to the level
  • Almost all menu systems are implemented but need to be added to with more detail.
  • Added many more tracked statistics (Kills/Damage for each tower type) Gold earned from kills, crates, and the new yellow tower
  • Added an auto save/load feature.
  • Added a new yellow tower that will be used to collect gold from parts of the maze that the enemies do not travel to (not completely implement yet)
  • Many more little things changed and some fine tuning done.

All we have left to do now is finish the yellow tower, finish the menus, add levels, and balance the gold/enemy levels!

Test Level < web link

May 15th - Updates

  • Added graphs from collected level statistics to the end of level screen. (Tower Damage, Kills, Built, Gold Earned)
  • Changed the towers/crates/goldtrees to generic boxes with different colors for now
  • Fixed some minor display issues with numbers and names

We have a few bugs to workout (tower skill points, the pink box spawn points) but everything is coming along nicely.

Web Link

And here are some newer pictures to look at!

Web Link