[WIP] Arcane's tower defense coming to Unity

Arcane’s tower defense was first released for Windows phone 7. We made the engine using XNA and we decided to port the game with Unity on all platforms :slight_smile:

For those who don’t know the game, here is the trailer of the first version of the game on WP7.

We have been working on the new engine and an early demo of the game for 2 month on our free time. (We are two developers working on it at the moment).

Our first goal is to release the game with the same features as the first one, but it will be faster and more beautiful :slight_smile: We will also improve the game according to feedbacks.

Most of the features of the engine have been ported (or reworked completely :P) :

  • Tiled Terrain editor with heightmap,cliffs and textures painting and its own pathfinder. The terrain is fast (faster than Unity one) and looks like the one used in Warcraft III. We will add the water on it soon. We can also create splatttextures on it easily.
  • Tools to manage object pooling.
  • Fast Unit detection and towers attacks.
  • Most of the scripts of the units.
  • A system to manage datas (float and string) with dependencies and constraints and their custom inspectors and PropertyDrawers. (This is used for example to add slow constraints to a speed variable, or make the attack of a tower depend on the age of the tower and its unlocked talents). You can drag drop constraints directly in the editor or add them while playing the game, and it saves also references to scenes objects into prefabs which are retrieved at runtime.
  • A basic scenario editor.

Missing features :

  • A real GUI
  • An audio manager
  • All the effects of the game (we have started the engine for fast batched and recycled effects).
  • Spell system and spells implementation.
  • And stuff I don’t remember :smile:

We plan to release the tiled terrain as a standalone asset in the editor. Are you interested to see such an asset in the store, and what features do you expect ?

I will also consider selling the dynamic data management with its buff and debuff system.

I have replaced our own pathfinding solution with this one found on the store : Unity Asset Store - The Best Assets for Game Making

And actually, it is pretty bad ass. This asset is well documented, it has a lot of features and it works like a charm.

It was pretty easy to add it to our project, but i have worked a lot on it to use most of the features and read the code of the project (scan, multithreading path, floodpath, modifiers etc …). The result is pretty good. I just have to work on the code to manage the scarabs unit to move in a swarm.
With this solution, our path are more precise, smoother and everything is multithreaded. The scan of the grid works really well to with our tiled terrain.

I have also just tried to deploy to android (on a very old tegra 2 tablet → acer A500) and it works not too bad without any optimization. I would like to profile it, but it is a pain in the ass to connect an android tablet to the profiler, couln’t make it work yet :smile:

I wanted to have a demo for the wp8/ws contest, but it may be hard. It is not as easy as deploying on android.

I will try to provide a video of the current state of the game soon :slight_smile:

Feel free to give some feedbacks and to ask questions if you want.

Alex