TowerDefense ToolKit 4

Newly added video, quick overview/tutorial. I hope this gives shed more insight to anyone who is interested.

I do apologize if the video is not that great. I’m very new to this.

I am having a few problems as well, one is that when I change the number of creeps in a scene to a large number it will not end the game when they have all been killed. another one is that the upgrade and sell buttons cannot be seen when the game is running, I coppied the positions from scene 1 exactly so I’m not sure what I am missing.

Also it would be great if you could do a video showing step by step how to create a new scene.

Would it be possible for me to send the project to you to look at it?

@MaddMike, Just sent a pm you way.

Just did a minor update to version2.0.1. Should available be on AssetStore shortly.

The changes made are as follow:

  • fix “UI” gameObject error (missing child object) in exampleScene1 and exampleScene2.
  • fix bug where wave clear event wont launch if the last creep unit is kill instantly after spawned.
  • fix bug where tower cant be upgraded beyond level 2.
  • fix bug where default platform object with unspecified build-able tower doesn’t support mine.
  • fix bug on UIiOS where wave info is not being displayed correctly.
  • fix bug where SpawnEditor cause an error when there’s only one resource used in the loaded scene.
  • fix bug on ResourceManager editor where information on the editor is not displayed correctly when different scene is loaded.
  • game logic change, SpawnManager will now stop spawning upon gameOver event.
  • added new tower type DirectionalAOETower. A hybrid between TurretTower and AOETower, actively targeting tower which damage all creep unit within a adjustable conical area.

Well, I can only apologize for these bugs. They does make the toolkit seems a bit buggy. But I’m doing my best to get the toolkit works as flawlessly as possible. So please let me know if you come across any bug/issue so I can get to work on them. Thanks for understanding!

Hey, I have tried your demo and I have seen that all your scenes are composed by a group of straight lines and/or open spaces. Have you thought about adding support for curved paths using splines?

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Thanks for the suggestion. To be honest I’ve never thought about it. I’ll consider adding it. Probably in the next major update.

Ok, if I need to wait until the next major update, then I should make more feature requests…
:wink: :wink: hint hint :wink: :wink:

This is one of my favourites Tower Defense Games and one of the reasons why I like this game so much (in addition to using spline paths) is because different “towers” have a different size and you can build your “towers” wherever you want (as long as the “tower” doesn’t overlap with the path or other towers). I think there are two possible implementations for this feature:

  • Easy: using a grid with a greater number of smaller cells and allowing the tower to use more than a single cell (like in RTS games). For example: you could have a tower which uses 1x1 cells while other towers could need 2x2 or 2x3 cells.

  • Better: defining a “radius” for each type of tower and allowing the player to place the tower wherever he wants… as long as it doesn’t overlaps with the path or with [the radius of] other towers.

Another could feature is being able to place “traps” in the track which are activated when an enemy is close. Those traps can damage or slow down the enemies.

Traps are already included. “Mines”

I didn’t realize about that. Can I define “Mines” which slows down or freezes the enemy for a few seconds instead of doing damage?

Yes you can manage stun duration, damage, slow factor, range and similiar.

Sorry for the slow respond. Somehow I’m not getting any notification.

@GIOWorks, Thanks so much for explaining the matter for me. Appreciate that!

@David, I’ll think about the customizable tower footprint. However please understand that I cant promise anything. Consider the fact that this toolkit has to cater for mobile device, I dont think the concept is very feasible for a point and build building scheme. But I’ll see what I can do. I’m a big fan of the idea personally. Here’s a brilliant TD game that you may like. *wink

Don’t worry, I understand that sometimes it’s impossible to implement some feature requests due to technical constraints or because it isn’t profitable from the “cost vs benefit” point of view. I only wanted to let you know about several features that I would like to see in future versions of your product…

  • If you can include those features in a future version of your product, I will purchase it without any doubt because your product would have everything I have ever wanted in a Tower Defense game.

  • If you can’t include those features, I don’t know if I would purchase your product or not. Don’t get me wrong, your toolkit is a great product even without those features… but if I have to implement those features myself, I may decide to develop the whole game myself instead of using your product.

I’m not in a hurry, I’m busy with another project at this moment, but I wanted to know your thoughts about these features and the possibility of including them in future releases because I definitely want to create a Tower Defense game.

Thanks. I appreciate your input.

To be honest there are many features that I like to add to this toolkit, yours is just a few of many. This is a more of a passion for me rather than strict business product. Although rather unfortunately reality does kicks in a bit sometime. TD is just a starting point. My ultimate goal is to make to a RTS toolkit. So you might imagine that of course an RTS framework can support those features you like to see. Problem is I’m too busy with other stuff so I have to prioritise most of the time.

Anyway, good luck with whatever plan you have with your future TD game.

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I understand your situation because I’m exactly in the same situation with my Racing AI: I started the development for a personal project, but I realized (after a conversation with several forum members) that I could get funds to finish my game if I started to sell my AI. I am always willing to implement requested features, but I also have my own plan because there are some features I need to implement for my own game.

I feel your pain, I wish I had more time to work in my personal projects, but I need my dayjob to pay the bills…

Thanks. I already own some art assets that could be used for developing a TD game so I could develop my game in few weeks if you finally develop those features. On the other hand, I would probably need 2-3 months to develop my game if I need to implement some features myself, so if you don’t implement those features, I would probably have to wait until I finish the development of the racing game.

@Songtan
thank you for your hard work to mature the TDTK ! :slight_smile:

Hello
I’d like to purchase. The operating system I’m using windows xp and Unity3d.
When you purchase TowerDefense does it work without getting bogged down?
Android and games using the Unity build iPone possible??
Discount ?^ ^;

Thanks for the interest, tsdzzang.

As long as unity3D can run on your pc, I dont see any problem why this wouldnt work. The framework are optimized enough to run on mobile device. So I’m guessing your pc should not have any problem at all.

It’s iOS compatible and tested on iPhone. And altough not officially tested, it should work on android just fine.

I’ve sent a pm to your regarding a purchase

Unity3D using windows xp operating system built into the iPhone and Android mobile possible means?
Must do all we’re buying ^ ^

Fyi, you cant build to iOS using window. You will need to have a mac for that. However you can build to android using window. Of course, you must have license for Unity Android before you can build for Android and license for Unity iOS before you can build for iOS.

Only if you have a mac.